mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-09-03 03:23:34 +00:00
61387 lines
2.1 MiB
Plaintext
61387 lines
2.1 MiB
Plaintext
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: FortniteGame
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#include "Basic.hpp"
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#include "FortniteGame_classes.hpp"
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#include "FortniteGame_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function FortniteGame.AIHotSpot.AssignFromWaitingList
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::AssignFromWaitingList()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "AssignFromWaitingList");
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Params::AIHotSpot_AssignFromWaitingList Parms{};
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.AssignGroupToHotspot
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// const TArray<class AAIController*>& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 AAIHotSpot::AssignGroupToHotspot(const TArray<class AAIController*>& GroupOfAI)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "AssignGroupToHotspot");
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Params::AIHotSpot_AssignGroupToHotspot Parms{};
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Parms.GroupOfAI = std::move(GroupOfAI);
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.AssignToHotspot
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::AssignToHotspot(class AAIController* AI)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "AssignToHotspot");
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Params::AIHotSpot_AssignToHotspot Parms{};
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Parms.AI = AI;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.AssignToSlotByIndex
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::AssignToSlotByIndex(class AAIController* AI, int32 INDEX)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "AssignToSlotByIndex");
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Params::AIHotSpot_AssignToSlotByIndex Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.AssignToSlotByUserId
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::AssignToSlotByUserId(class AAIController* AI, int32 UserId)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "AssignToSlotByUserId");
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Params::AIHotSpot_AssignToSlotByUserId Parms{};
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Parms.AI = AI;
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Parms.UserId = UserId;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OccupySlotByIndex
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OccupySlotByIndex(int32 INDEX)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OccupySlotByIndex");
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Params::AIHotSpot_OccupySlotByIndex Parms{};
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Parms.INDEX = INDEX;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OccupySlotByOwner
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OccupySlotByOwner(const class AAIController* AIOwner)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OccupySlotByOwner");
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Params::AIHotSpot_OccupySlotByOwner Parms{};
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Parms.AIOwner = AIOwner;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OccupySlotByUserId
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OccupySlotByUserId(int32 UserId)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OccupySlotByUserId");
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Params::AIHotSpot_OccupySlotByUserId Parms{};
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Parms.UserId = UserId;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OnAssignedClaimedBehavior
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OnAssignedClaimedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, bool bWasOnWaitingList)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnAssignedClaimedBehavior");
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Params::AIHotSpot_OnAssignedClaimedBehavior Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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Parms.UserId = UserId;
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Parms.bWasOnWaitingList = bWasOnWaitingList;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OnAssignedOccupiedBehavior
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OnAssignedOccupiedBehavior(class AAIController* AI, int32 INDEX, int32 UserId)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnAssignedOccupiedBehavior");
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Params::AIHotSpot_OnAssignedOccupiedBehavior Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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Parms.UserId = UserId;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OnAssignedSlotlessBehavior
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AAIHotSpot::OnAssignedSlotlessBehavior(class AAIController* AI)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnAssignedSlotlessBehavior");
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Params::AIHotSpot_OnAssignedSlotlessBehavior Parms{};
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Parms.AI = AI;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.AIHotSpot.OnHotSpotDisabled
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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void AAIHotSpot::OnHotSpotDisabled()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnHotSpotDisabled");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteGame.AIHotSpot.OnHotSpotEnabled
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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void AAIHotSpot::OnHotSpotEnabled()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnHotSpotEnabled");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function FortniteGame.AIHotSpot.OnMoveToSlotFinished
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// (BlueprintAuthorityOnly, Native, Event, Protected, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void AAIHotSpot::OnMoveToSlotFinished(class AAIController* AI, int32 INDEX, int32 UserId, bool bResult)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnMoveToSlotFinished");
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Params::AIHotSpot_OnMoveToSlotFinished Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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Parms.UserId = UserId;
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Parms.bResult = bResult;
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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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// Function FortniteGame.AIHotSpot.OnRemovedBehavior
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// EAIHotSpotSlot PrevState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bWasOnWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void AAIHotSpot::OnRemovedBehavior(class AAIController* AI, int32 INDEX, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnRemovedBehavior");
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Params::AIHotSpot_OnRemovedBehavior Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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Parms.UserId = UserId;
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Parms.PrevState = PrevState;
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Parms.bWasOnWaitingList = bWasOnWaitingList;
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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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// Function FortniteGame.AIHotSpot.OnRemovedSlotlessBehavior
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bIsClamingSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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void AAIHotSpot::OnRemovedSlotlessBehavior(class AAIController* AI, bool bIsClamingSlot)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnRemovedSlotlessBehavior");
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Params::AIHotSpot_OnRemovedSlotlessBehavior Parms{};
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Parms.AI = AI;
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Parms.bIsClamingSlot = bIsClamingSlot;
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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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// Function FortniteGame.AIHotSpot.OnSlotBlocked
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// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void AAIHotSpot::OnSlotBlocked(class AAIController* AI, int32 INDEX, int32 UserId)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AIHotSpot", "OnSlotBlocked");
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Params::AIHotSpot_OnSlotBlocked Parms{};
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Parms.AI = AI;
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Parms.INDEX = INDEX;
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Parms.UserId = UserId;
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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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// Function FortniteGame.AIHotSpot.OnSlotClaimed
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::OnSlotClaimed(class AAIController* AI, int32 INDEX, int32 UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "OnSlotClaimed");
|
|
|
|
Params::AIHotSpot_OnSlotClaimed Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.INDEX = INDEX;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.OnSlotDisabled
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::OnSlotDisabled(int32 INDEX, int32 UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "OnSlotDisabled");
|
|
|
|
Params::AIHotSpot_OnSlotDisabled Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.OnSlotEnabled
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::OnSlotEnabled(int32 INDEX, int32 UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "OnSlotEnabled");
|
|
|
|
Params::AIHotSpot_OnSlotEnabled Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.OnSlotFreed
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::OnSlotFreed(class AAIController* AI, int32 INDEX, int32 UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "OnSlotFreed");
|
|
|
|
Params::AIHotSpot_OnSlotFreed Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.INDEX = INDEX;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.OnSlotOccupied
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::OnSlotOccupied(class AAIController* AI, int32 INDEX, int32 UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "OnSlotOccupied");
|
|
|
|
Params::AIHotSpot_OnSlotOccupied Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.INDEX = INDEX;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.RemoveFromHotspot
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAssignFromWaitingList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::RemoveFromHotspot(class AAIController* AI, bool bAssignFromWaitingList)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "RemoveFromHotspot");
|
|
|
|
Params::AIHotSpot_RemoveFromHotspot Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.bAssignFromWaitingList = bAssignFromWaitingList;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.RemoveGroupFromHotspot
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<class AAIController*>& GroupOfAI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::RemoveGroupFromHotspot(const TArray<class AAIController*>& GroupOfAI)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "RemoveGroupFromHotspot");
|
|
|
|
Params::AIHotSpot_RemoveGroupFromHotspot Parms{};
|
|
|
|
Parms.GroupOfAI = std::move(GroupOfAI);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.SetEnabled
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AAIHotSpot::SetEnabled(bool bEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "SetEnabled");
|
|
|
|
Params::AIHotSpot_SetEnabled Parms{};
|
|
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.CanUseSlotByIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::CanUseSlotByIndex(const class AAIController* AI, int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "CanUseSlotByIndex");
|
|
|
|
Params::AIHotSpot_CanUseSlotByIndex Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.CanUseSlotByUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::CanUseSlotByUserId(const class AAIController* AI, int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "CanUseSlotByUserId");
|
|
|
|
Params::AIHotSpot_CanUseSlotByUserId Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.FindBestSlotIndex
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AAIController* AI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::FindBestSlotIndex(class AAIController* AI) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndex");
|
|
|
|
Params::AIHotSpot_FindBestSlotIndex Parms{};
|
|
|
|
Parms.AI = AI;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.FindBestSlotIndices
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const TArray<class AAIController*>& AI (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TArray<int32> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<int32> AAIHotSpot::FindBestSlotIndices(const TArray<class AAIController*>& AI) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndices");
|
|
|
|
Params::AIHotSpot_FindBestSlotIndices Parms{};
|
|
|
|
Parms.AI = std::move(AI);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetAssignedAI
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AAIController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AAIController*> AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetAssignedAI");
|
|
|
|
Params::AIHotSpot_GetAssignedAI Parms{};
|
|
|
|
Parms.Filter = Filter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetAssignedAICount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetAssignedAICount");
|
|
|
|
Params::AIHotSpot_GetAssignedAICount Parms{};
|
|
|
|
Parms.Filter = Filter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotByIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotByOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotByUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UAIHotSpotSlot* AAIHotSpot::GetSlotByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotCount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EAIHotSpotSlotFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotCount");
|
|
|
|
Params::AIHotSpot_GetSlotCount Parms{};
|
|
|
|
Parms.Filter = Filter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotIndexByOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetSlotIndexByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotIndexByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotIndexByUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetSlotIndexByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotIndexByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotLocationByIndex
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AAIHotSpot::GetSlotLocationByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotLocationByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotLocationByOwner
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AAIHotSpot::GetSlotLocationByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotLocationByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotLocationByUserId
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AAIHotSpot::GetSlotLocationByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotLocationByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotOwnerByIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotOwnerByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotOwnerByUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AAIController* AAIHotSpot::GetSlotOwnerByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotOwnerByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotRotationByIndex
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AAIHotSpot::GetSlotRotationByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotRotationByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotRotationByOwner
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AAIHotSpot::GetSlotRotationByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotRotationByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotRotationByUserId
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AAIHotSpot::GetSlotRotationByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotRotationByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotStateByIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotStateByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotStateByOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotStateByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotStateByUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EAIHotSpotSlot AAIHotSpot::GetSlotStateByUserId(int32 UserId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotStateByUserId");
|
|
|
|
Params::AIHotSpot_GetSlotStateByUserId Parms{};
|
|
|
|
Parms.UserId = UserId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotUserIdByIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetSlotUserIdByIndex(int32 INDEX) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByIndex");
|
|
|
|
Params::AIHotSpot_GetSlotUserIdByIndex Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.GetSlotUserIdByOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AIOwner (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AAIHotSpot::GetSlotUserIdByOwner(const class AAIController* AIOwner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByOwner");
|
|
|
|
Params::AIHotSpot_GetSlotUserIdByOwner Parms{};
|
|
|
|
Parms.AIOwner = AIOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.HasAssignedAI
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotAssignmentFilter Filter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::HasAssignedAI(const class AAIController* AI, EAIHotSpotAssignmentFilter Filter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "HasAssignedAI");
|
|
|
|
Params::AIHotSpot_HasAssignedAI Parms{};
|
|
|
|
Parms.AI = AI;
|
|
Parms.Filter = Filter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.HasEnabledSlots
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::HasEnabledSlots() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "HasEnabledSlots");
|
|
|
|
Params::AIHotSpot_HasEnabledSlots Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.IsAIAllowed
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::IsAIAllowed(const class AAIController* AI) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "IsAIAllowed");
|
|
|
|
Params::AIHotSpot_IsAIAllowed Parms{};
|
|
|
|
Parms.AI = AI;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.IsEnabled
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::IsEnabled() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "IsEnabled");
|
|
|
|
Params::AIHotSpot_IsEnabled Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpot.IsSlotlessAssignmentAllowed
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AAIHotSpot::IsSlotlessAssignmentAllowed() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpot", "IsSlotlessAssignmentAllowed");
|
|
|
|
Params::AIHotSpot_IsSlotlessAssignmentAllowed Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.Empty
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortQuickBars::Empty(EFortQuickBars InQuickBar)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "Empty");
|
|
|
|
Params::FortQuickBars_Empty Parms{};
|
|
|
|
Parms.InQuickBar = InQuickBar;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.OnRep_PrimaryQuickBar
|
|
// (Final, Native, Private)
|
|
|
|
void AFortQuickBars::OnRep_PrimaryQuickBar()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "OnRep_PrimaryQuickBar");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.OnRep_SecondaryQuickBar
|
|
// (Final, Native, Private)
|
|
|
|
void AFortQuickBars::OnRep_SecondaryQuickBar()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "OnRep_SecondaryQuickBar");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.ServerActivateSlotInternal
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortQuickBars::ServerActivateSlotInternal(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "ServerActivateSlotInternal");
|
|
|
|
Params::FortQuickBars_ServerActivateSlotInternal Parms{};
|
|
|
|
Parms.InQuickBar = InQuickBar;
|
|
Parms.Slot = Slot;
|
|
Parms.AcivateDelay = AcivateDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.ServerAddItemInternal
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortQuickBars::ServerAddItemInternal(const struct FGuid& Item, EFortQuickBars InQuickBar, int32 Slot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "ServerAddItemInternal");
|
|
|
|
Params::FortQuickBars_ServerAddItemInternal Parms{};
|
|
|
|
Parms.Item = std::move(Item);
|
|
Parms.InQuickBar = InQuickBar;
|
|
Parms.Slot = Slot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.ServerRemoveItemInternal
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bFindReplacement (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortQuickBars::ServerRemoveItemInternal(const struct FGuid& Item, bool bFindReplacement, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "ServerRemoveItemInternal");
|
|
|
|
Params::FortQuickBars_ServerRemoveItemInternal Parms{};
|
|
|
|
Parms.Item = std::move(Item);
|
|
Parms.bFindReplacement = bFindReplacement;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuickBars.ServerSwapItemsInternal
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortQuickBars QuickBarA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndexA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortQuickBars QuickBarB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndexB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortQuickBars::ServerSwapItemsInternal(EFortQuickBars QuickBarA, int32 SlotIndexA, EFortQuickBars QuickBarB, int32 SlotIndexB)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuickBars", "ServerSwapItemsInternal");
|
|
|
|
Params::FortQuickBars_ServerSwapItemsInternal Parms{};
|
|
|
|
Parms.QuickBarA = QuickBarA;
|
|
Parms.SlotIndexA = SlotIndexA;
|
|
Parms.QuickBarB = QuickBarB;
|
|
Parms.SlotIndexB = SlotIndexB;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AccumulatedGameplayEffectInfo.GetRelativeEffectAtRating
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const int32 NewRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FGameplayEffectInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FGameplayEffectInfo UAccumulatedGameplayEffectInfo::GetRelativeEffectAtRating(const int32 NewRating) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AccumulatedGameplayEffectInfo", "GetRelativeEffectAtRating");
|
|
|
|
Params::AccumulatedGameplayEffectInfo_GetRelativeEffectAtRating Parms{};
|
|
|
|
Parms.NewRating = NewRating;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameMode.HandleScoreToXPUpdate
|
|
// (Native, Public)
|
|
|
|
void AFortGameMode::HandleScoreToXPUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameMode", "HandleScoreToXPUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameMode.DumpReservations
|
|
// (Exec, Native, Public, Const)
|
|
|
|
void AFortGameMode::DumpReservations() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameMode", "DumpReservations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemCollectedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UFortWorldItemDefinition** _CollectedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _CollectedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemCollectedParams::BreakData(class UFortWorldItemDefinition** _CollectedItemDefinition, class AFortPlayerController** _CollectedBy, int32* _AmountCollected)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemCollectedParams", "BreakData");
|
|
|
|
Params::FortItemCollectedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_CollectedItemDefinition != nullptr)
|
|
*_CollectedItemDefinition = Parms._CollectedItemDefinition;
|
|
|
|
if (_CollectedBy != nullptr)
|
|
*_CollectedBy = Parms._CollectedBy;
|
|
|
|
if (_AmountCollected != nullptr)
|
|
*_AmountCollected = Parms._AmountCollected;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemCollectedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortWorldItemDefinition* _CollectedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _CollectedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortItemCollectedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemCollectedParams::MakeData(const class UFortWorldItemDefinition* _CollectedItemDefinition, class AFortPlayerController* _CollectedBy, int32 _AmountCollected, class UFortItemCollectedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemCollectedParams", "MakeData");
|
|
|
|
Params::FortItemCollectedParams_MakeData Parms{};
|
|
|
|
Parms._CollectedItemDefinition = _CollectedItemDefinition;
|
|
Parms._CollectedBy = _CollectedBy;
|
|
Parms._AmountCollected = _AmountCollected;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.WorldMapPin.OnTheaterIndexSet
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AWorldMapPin::OnTheaterIndexSet()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("WorldMapPin", "OnTheaterIndexSet");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.WorldMapPin.SetTheaterIndex
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AWorldMapPin::SetTheaterIndex(int32 NewIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("WorldMapPin", "SetTheaterIndex");
|
|
|
|
Params::WorldMapPin_SetTheaterIndex Parms{};
|
|
|
|
Parms.NewIndex = NewIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.ClearSlot
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UAIHotSpotSlot::ClearSlot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "ClearSlot");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.OnStateChanged
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AAIController* SlotOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UAIHotSpotSlot::OnStateChanged(class AAIController* SlotOwner, EAIHotSpotSlot NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "OnStateChanged");
|
|
|
|
Params::AIHotSpotSlot_OnStateChanged Parms{};
|
|
|
|
Parms.SlotOwner = SlotOwner;
|
|
Parms.NewState = NewState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.SetSlotEnabled
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UAIHotSpotSlot::SetSlotEnabled(bool bNewEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotEnabled");
|
|
|
|
Params::AIHotSpotSlot_SetSlotEnabled Parms{};
|
|
|
|
Parms.bNewEnabled = bNewEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.SetSlotOwnerAndState
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AAIController* NewOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UAIHotSpotSlot::SetSlotOwnerAndState(class AAIController* NewOwner, EAIHotSpotSlot NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotOwnerAndState");
|
|
|
|
Params::AIHotSpotSlot_SetSlotOwnerAndState Parms{};
|
|
|
|
Parms.NewOwner = NewOwner;
|
|
Parms.NewState = NewState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.SetSlotState
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EAIHotSpotSlot NewState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UAIHotSpotSlot::SetSlotState(EAIHotSpotSlot NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "SetSlotState");
|
|
|
|
Params::AIHotSpotSlot_SetSlotState Parms{};
|
|
|
|
Parms.NewState = NewState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetHotSpot
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AAIHotSpot* UAIHotSpotSlot::GetHotSpot() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetHotSpot");
|
|
|
|
Params::AIHotSpotSlot_GetHotSpot Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotBounds
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FBox UAIHotSpotSlot::GetSlotBounds() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotBounds");
|
|
|
|
Params::AIHotSpotSlot_GetSlotBounds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotHeight
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UAIHotSpotSlot::GetSlotHeight() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotHeight");
|
|
|
|
Params::AIHotSpotSlot_GetSlotHeight Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UAIHotSpotSlot::GetSlotIndex() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotIndex");
|
|
|
|
Params::AIHotSpotSlot_GetSlotIndex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotLocation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UAIHotSpotSlot::GetSlotLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotLocation");
|
|
|
|
Params::AIHotSpotSlot_GetSlotLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AAIController* UAIHotSpotSlot::GetSlotOwner() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotOwner");
|
|
|
|
Params::AIHotSpotSlot_GetSlotOwner Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotRadius
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UAIHotSpotSlot::GetSlotRadius() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRadius");
|
|
|
|
Params::AIHotSpotSlot_GetSlotRadius Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotRotation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator UAIHotSpotSlot::GetSlotRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRotation");
|
|
|
|
Params::AIHotSpotSlot_GetSlotRotation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotState
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EAIHotSpotSlot ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EAIHotSpotSlot UAIHotSpotSlot::GetSlotState() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotState");
|
|
|
|
Params::AIHotSpotSlot_GetSlotState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.GetSlotUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UAIHotSpotSlot::GetSlotUserId() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "GetSlotUserId");
|
|
|
|
Params::AIHotSpotSlot_GetSlotUserId Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.HasUserId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UAIHotSpotSlot::HasUserId() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "HasUserId");
|
|
|
|
Params::AIHotSpotSlot_HasUserId Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.IsAIAllowed
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class AAIController* AI (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UAIHotSpotSlot::IsAIAllowed(const class AAIController* AI) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "IsAIAllowed");
|
|
|
|
Params::AIHotSpotSlot_IsAIAllowed Parms{};
|
|
|
|
Parms.AI = AI;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlot.IsEnabled
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UAIHotSpotSlot::IsEnabled() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlot", "IsEnabled");
|
|
|
|
Params::AIHotSpotSlot_IsEnabled Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.ApplyGameplayEffectContainer
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayAbilityTargetDataHandle&TargetData (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FActiveGameplayEffectHandle>ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
const TArray<struct FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "ApplyGameplayEffectContainer");
|
|
|
|
Params::FortGameplayAbility_ApplyGameplayEffectContainer Parms{};
|
|
|
|
Parms.TargetData = std::move(TargetData);
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
Parms.GameplayEffectLevel = GameplayEffectLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.ClearAIFocalPoint
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortGameplayAbility::ClearAIFocalPoint()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "ClearAIFocalPoint");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.EquipAbilityWeapon
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortWeaponItemDefinition* WeaponDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility::EquipAbilityWeapon(class UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "EquipAbilityWeapon");
|
|
|
|
Params::FortGameplayAbility_EquipAbilityWeapon Parms{};
|
|
|
|
Parms.WeaponDefinition = WeaponDefinition;
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetAimLocationNearestPawn
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortGameplayAbility::GetAimLocationNearestPawn(class AFortPawn* Instigator)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetAimLocationNearestPawn");
|
|
|
|
Params::FortGameplayAbility_GetAimLocationNearestPawn Parms{};
|
|
|
|
Parms.Instigator = Instigator;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.K2_AbilityCompleted
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UFortGameplayAbility::K2_AbilityCompleted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "K2_AbilityCompleted");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.K2_TriggerFromAnimation
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility::K2_TriggerFromAnimation(const struct FGameplayTag& ApplicationTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "K2_TriggerFromAnimation");
|
|
|
|
Params::FortGameplayAbility_K2_TriggerFromAnimation Parms{};
|
|
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.MakeGameplayEffectContainerSpec
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "MakeGameplayEffectContainerSpec");
|
|
|
|
Params::FortGameplayAbility_MakeGameplayEffectContainerSpec Parms{};
|
|
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
Parms.GameplayEffectLevel = GameplayEffectLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.OnAbilityInputReleased
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UFortGameplayAbility::OnAbilityInputReleased()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "OnAbilityInputReleased");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.RemoveAbilityWeapon
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortGameplayAbility::RemoveAbilityWeapon()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "RemoveAbilityWeapon");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.SetAIFocalPoint
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* FocusTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& FocalPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility::SetAIFocalPoint(class AActor* FocusTarget, const struct FVector& FocalPoint)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "SetAIFocalPoint");
|
|
|
|
Params::FortGameplayAbility_SetAIFocalPoint Parms{};
|
|
|
|
Parms.FocusTarget = FocusTarget;
|
|
Parms.FocalPoint = std::move(FocalPoint);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.SetupIconOverride
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility::SetupIconOverride()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "SetupIconOverride");
|
|
|
|
Params::FortGameplayAbility_SetupIconOverride Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.ApplyAccuracyToTargetLocation
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& SourceLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& TargetLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float inDesiredThrowAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const struct FVector& SourceLocation, const struct FVector& TargetLocation, float inDesiredThrowAngle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "ApplyAccuracyToTargetLocation");
|
|
|
|
Params::FortGameplayAbility_ApplyAccuracyToTargetLocation Parms{};
|
|
|
|
Parms.SourceLocation = std::move(SourceLocation);
|
|
Parms.TargetLocation = std::move(TargetLocation);
|
|
Parms.inDesiredThrowAngle = inDesiredThrowAngle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.DoesTargetHaveProhibitedTagsForAI
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const class AActor* Target) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveProhibitedTagsForAI");
|
|
|
|
Params::FortGameplayAbility_DoesTargetHaveProhibitedTagsForAI Parms{};
|
|
|
|
Parms.Target = Target;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.DoesTargetHaveTags
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility::DoesTargetHaveTags(const class AActor* Target, const struct FGameplayTagContainer& Tags) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveTags");
|
|
|
|
Params::FortGameplayAbility_DoesTargetHaveTags Parms{};
|
|
|
|
Parms.Target = Target;
|
|
Parms.Tags = std::move(Tags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetActivatingAbilityComponent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAbilitySystemComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetActivatingAbilityComponent");
|
|
|
|
Params::FortGameplayAbility_GetActivatingAbilityComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetActivatingPawn
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPawn* UFortGameplayAbility::GetActivatingPawn() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetActivatingPawn");
|
|
|
|
Params::FortGameplayAbility_GetActivatingPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetAIAbilityTarget
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* UFortGameplayAbility::GetAIAbilityTarget() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetAIAbilityTarget");
|
|
|
|
Params::FortGameplayAbility_GetAIAbilityTarget Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetCurrentAbilitySource
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAbilitySourceType* OutSourceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* OutSourceLevel (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility::GetCurrentAbilitySource(EFortAbilitySourceType* OutSourceType, int32* OutSourceLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentAbilitySource");
|
|
|
|
Params::FortGameplayAbility_GetCurrentAbilitySource Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSourceType != nullptr)
|
|
*OutSourceType = Parms.OutSourceType;
|
|
|
|
if (OutSourceLevel != nullptr)
|
|
*OutSourceLevel = Parms.OutSourceLevel;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetCurrentSourceItemDefinition
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceItemDefinition");
|
|
|
|
Params::FortGameplayAbility_GetCurrentSourceItemDefinition Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetCurrentSourceWeapon
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceWeapon");
|
|
|
|
Params::FortGameplayAbility_GetCurrentSourceWeapon Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetCustomAbilitySourceTransform
|
|
// (Event, Public, HasDefaults, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform UFortGameplayAbility::GetCustomAbilitySourceTransform() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetCustomAbilitySourceTransform");
|
|
|
|
Params::FortGameplayAbility_GetCustomAbilitySourceTransform Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetFireLocation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortGameplayAbility::GetFireLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetFireLocation");
|
|
|
|
Params::FortGameplayAbility_GetFireLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetFireRotation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetFireRotation");
|
|
|
|
Params::FortGameplayAbility_GetFireRotation Parms{};
|
|
|
|
Parms.bApplyLeading = bApplyLeading;
|
|
Parms.bApplyInaccuracy = bApplyInaccuracy;
|
|
Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetGameplayEffectContainer
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
const struct FFortGameplayEffectContainer UFortGameplayAbility::GetGameplayEffectContainer(const struct FGameplayTag& ApplicationTag) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetGameplayEffectContainer");
|
|
|
|
Params::FortGameplayAbility_GetGameplayEffectContainer Parms{};
|
|
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetProjectileInitialValues
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float* outProjectileSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FRotator* outSpawnDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float* outProjectileGravity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor** HomingTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bApplyInaccuracy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bApplyClampedMaxYawAngleToFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bApplyLeading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility::GetProjectileInitialValues(float* outProjectileSpeed, struct FRotator* outSpawnDirection, float* outProjectileGravity, class AActor** HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetProjectileInitialValues");
|
|
|
|
Params::FortGameplayAbility_GetProjectileInitialValues Parms{};
|
|
|
|
Parms.bApplyInaccuracy = bApplyInaccuracy;
|
|
Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;
|
|
Parms.bApplyLeading = bApplyLeading;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (outProjectileSpeed != nullptr)
|
|
*outProjectileSpeed = Parms.outProjectileSpeed;
|
|
|
|
if (outSpawnDirection != nullptr)
|
|
*outSpawnDirection = std::move(Parms.outSpawnDirection);
|
|
|
|
if (outProjectileGravity != nullptr)
|
|
*outProjectileGravity = Parms.outProjectileGravity;
|
|
|
|
if (HomingTarget != nullptr)
|
|
*HomingTarget = Parms.HomingTarget;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetTargetSelectionList
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortAbilityTargetSelectionList ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortAbilityTargetSelectionList UFortGameplayAbility::GetTargetSelectionList(const struct FGameplayTag& ApplicationTag) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetTargetSelectionList");
|
|
|
|
Params::FortGameplayAbility_GetTargetSelectionList Parms{};
|
|
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.GetTooltip
|
|
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UFortTooltip> UFortGameplayAbility::GetTooltip() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "GetTooltip");
|
|
|
|
Params::FortGameplayAbility_GetTooltip Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.IsTargetOutsideOfMaxYawRotation
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "IsTargetOutsideOfMaxYawRotation");
|
|
|
|
Params::FortGameplayAbility_IsTargetOutsideOfMaxYawRotation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility.K2_ShouldUseDecoTool
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility::K2_ShouldUseDecoTool(const struct FGameplayAbilityActorInfo& ActorInfo) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility", "K2_ShouldUseDecoTool");
|
|
|
|
Params::FortGameplayAbility_K2_ShouldUseDecoTool Parms{};
|
|
|
|
Parms.ActorInfo = std::move(ActorInfo);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlotGenerator.GenerateSlots
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void UAIHotSpotSlotGenerator::GenerateSlots()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlotGenerator", "GenerateSlots");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlotGenerator.AddSlot
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& RelativeLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& RelativeRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UAIHotSpotSlot> CustomSlotClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// class UAIHotSpotSlot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UAIHotSpotSlot* UAIHotSpotSlotGenerator::AddSlot(const struct FVector& RelativeLocation, const struct FRotator& RelativeRotation, TSubclassOf<class UAIHotSpotSlot> CustomSlotClass, bool bEnabled) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlotGenerator", "AddSlot");
|
|
|
|
Params::AIHotSpotSlotGenerator_AddSlot Parms{};
|
|
|
|
Parms.RelativeLocation = std::move(RelativeLocation);
|
|
Parms.RelativeRotation = std::move(RelativeRotation);
|
|
Parms.CustomSlotClass = CustomSlotClass;
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.AIHotSpotSlotGenerator.GetHotSpot
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AAIHotSpot* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AAIHotSpot* UAIHotSpotSlotGenerator::GetHotSpot() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AIHotSpotSlotGenerator", "GetHotSpot");
|
|
|
|
Params::AIHotSpotSlotGenerator_GetHotSpot Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObject.OnRep_HolderInfo
|
|
// (Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// struct FCarriedObjectAttachmentInfo* PreviousInfo (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCarriedObject::OnRep_HolderInfo(struct FCarriedObjectAttachmentInfo* PreviousInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObject", "OnRep_HolderInfo");
|
|
|
|
Params::FortCarriedObject_OnRep_HolderInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (PreviousInfo != nullptr)
|
|
*PreviousInfo = std::move(Parms.PreviousInfo);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObject.ReturnToSpawnPoint
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortCarriedObject::ReturnToSpawnPoint()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObject", "ReturnToSpawnPoint");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObject.GetHoldingActor
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortCarriedObject::GetHoldingActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObject", "GetHoldingActor");
|
|
|
|
Params::FortCarriedObject_GetHoldingActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeatherAugment.GetWeatherTags
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
const struct FGameplayTagContainer AFortWeatherAugment::GetWeatherTags() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeatherAugment", "GetWeatherTags");
|
|
|
|
Params::FortWeatherAugment_GetWeatherTags Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCameraBase.Exhibit
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortExhibitActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCameraBase::Exhibit(class AFortExhibitActor* TargetActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCameraBase", "Exhibit");
|
|
|
|
Params::FortCameraBase_Exhibit Parms{};
|
|
|
|
Parms.TargetActor = TargetActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCameraBase.OnActivated
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCameraBase::OnActivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCameraBase", "OnActivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCameraBase.OnDeactivated
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCameraBase::OnDeactivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCameraBase", "OnDeactivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCameraBase.OnDragBegin
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCameraBase::OnDragBegin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCameraBase", "OnDragBegin");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCameraBase.OnDragEnd
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCameraBase::OnDragEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCameraBase", "OnDragEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeBaseCamera.ClearBuildingFocus
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortHomeBaseCamera::ClearBuildingFocus()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeBaseCamera", "ClearBuildingFocus");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeBaseCamera.SetBuildingFocus
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class UCameraComponent* BuildingCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortHomeBaseCamera::SetBuildingFocus(class UCameraComponent* BuildingCameraComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeBaseCamera", "SetBuildingFocus");
|
|
|
|
Params::FortHomeBaseCamera_SetBuildingFocus Parms{};
|
|
|
|
Parms.BuildingCameraComponent = BuildingCameraComponent;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeBaseCamera.LimitTo
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class APostProcessVolume* Volume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortHomeBaseCamera::LimitTo(const struct FVector& DesiredPosition, class APostProcessVolume* Volume) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeBaseCamera", "LimitTo");
|
|
|
|
Params::FortHomeBaseCamera_LimitTo Parms{};
|
|
|
|
Parms.DesiredPosition = std::move(DesiredPosition);
|
|
Parms.Volume = Volume;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBannerColor
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor UMyTownLibrary::GetBannerColor(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerColor");
|
|
|
|
Params::MyTownLibrary_GetBannerColor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBannerPattern
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UMyTownLibrary::GetBannerPattern(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBannerPattern");
|
|
|
|
Params::MyTownLibrary_GetBannerPattern Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBuildingActor
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AMyTownBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AMyTownBuildingActor* UMyTownLibrary::GetBuildingActor(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingActor");
|
|
|
|
Params::MyTownLibrary_GetBuildingActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBuildingDefinition
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMyTownBuildingDefinitionData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMyTownBuildingDefinitionData* UMyTownLibrary::GetBuildingDefinition(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingDefinition");
|
|
|
|
Params::MyTownLibrary_GetBuildingDefinition Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBuildingLevel
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UMyTownLibrary::GetBuildingLevel(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingLevel");
|
|
|
|
Params::MyTownLibrary_GetBuildingLevel Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetBuildingState
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EMyTownBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EMyTownBuildingState UMyTownLibrary::GetBuildingState(class UObject* WorldContextObject, const class FString& BuildingTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetBuildingState");
|
|
|
|
Params::MyTownLibrary_GetBuildingState Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetMyTownData
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMyTownData* UMyTownLibrary::GetMyTownData(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownData");
|
|
|
|
Params::MyTownLibrary_GetMyTownData Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetMyTownName
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UMyTownLibrary::GetMyTownName(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetMyTownName");
|
|
|
|
Params::MyTownLibrary_GetMyTownName Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.GetRoadsInfo
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<struct FMyTownRoadData3D> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FMyTownRoadData3D> UMyTownLibrary::GetRoadsInfo(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "GetRoadsInfo");
|
|
|
|
Params::MyTownLibrary_GetRoadsInfo Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.IsKeepAvailable
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UMyTownLibrary::IsKeepAvailable(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "IsKeepAvailable");
|
|
|
|
Params::MyTownLibrary_IsKeepAvailable Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.IsManorAvailable
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UMyTownLibrary::IsManorAvailable(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "IsManorAvailable");
|
|
|
|
Params::MyTownLibrary_IsManorAvailable Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.IsShowingFriendsHomeBase
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UMyTownLibrary::IsShowingFriendsHomeBase(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "IsShowingFriendsHomeBase");
|
|
|
|
Params::MyTownLibrary_IsShowingFriendsHomeBase Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.RegisterSlotCamera
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMyTownLibrary::RegisterSlotCamera(class UObject* WorldContextObject, int32 MapSlotId, class UCameraComponent* InCameraComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "RegisterSlotCamera");
|
|
|
|
Params::MyTownLibrary_RegisterSlotCamera Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MapSlotId = MapSlotId;
|
|
Parms.InCameraComponent = InCameraComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.ReinitializeManagerData
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMyTownLibrary::ReinitializeManagerData(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "ReinitializeManagerData");
|
|
|
|
Params::MyTownLibrary_ReinitializeManagerData Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownLibrary.SetInputEnabled
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UMyTownLibrary::SetInputEnabled(class UObject* WorldContextObject, bool bEnable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MyTownLibrary", "SetInputEnabled");
|
|
|
|
Params::MyTownLibrary_SetInputEnabled Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.bEnable = bEnable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientNotification.NotificationIsFinished
|
|
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortClientNotification::NotificationIsFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientNotification", "NotificationIsFinished");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientNotification.OnNotificationStart
|
|
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortClientNotification::OnNotificationStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientNotification", "OnNotificationStart");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientNotification.PlayFeedbackLine
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float OverrideDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortClientNotification::PlayFeedbackLine(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float OverrideDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientNotification", "PlayFeedbackLine");
|
|
|
|
Params::FortClientNotification_PlayFeedbackLine Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Audio = Audio;
|
|
Parms.OverrideDelay = OverrideDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientNotification.SetDisplayText
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& DisplayText (Parm, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortClientNotification::SetDisplayText(const class FText& DisplayText, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientNotification", "SetDisplayText");
|
|
|
|
Params::FortClientNotification_SetDisplayText Parms{};
|
|
|
|
Parms.DisplayText = std::move(DisplayText);
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientNotification.SetupDelayedStop
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// float KillTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortClientNotification::SetupDelayedStop(float KillTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientNotification", "SetupDelayedStop");
|
|
|
|
Params::FortClientNotification_SetupDelayedStop Parms{};
|
|
|
|
Parms.KillTime = KillTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.CancelMatchmaking
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::CancelMatchmaking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "CancelMatchmaking");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.DisconnectFromLobby
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::DisconnectFromLobby()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "DisconnectFromLobby");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.EnterOutpost
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMatchmakingContext::EnterOutpost()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "EnterOutpost");
|
|
|
|
Params::FortMatchmakingContext_EnterOutpost Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.GetLobbyWaitForPlayersTimeRemaining
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "GetLobbyWaitForPlayersTimeRemaining");
|
|
|
|
Params::FortMatchmakingContext_GetLobbyWaitForPlayersTimeRemaining Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.IsConnectedToGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMatchmakingContext::IsConnectedToGame()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "IsConnectedToGame");
|
|
|
|
Params::FortMatchmakingContext_IsConnectedToGame Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.IsWorldRecordLoaded
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMatchmakingContext::IsWorldRecordLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "IsWorldRecordLoaded");
|
|
|
|
Params::FortMatchmakingContext_IsWorldRecordLoaded Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.JoinFromLobby
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::JoinFromLobby()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "JoinFromLobby");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.ReadyUp
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::ReadyUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "ReadyUp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.StartCriticalMission
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 MinMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 MaxMissionPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMatchmakingContext::StartCriticalMission(int32 MinMissionPower, int32 MaxMissionPower)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "StartCriticalMission");
|
|
|
|
Params::FortMatchmakingContext_StartCriticalMission Parms{};
|
|
|
|
Parms.MinMissionPower = MinMissionPower;
|
|
Parms.MaxMissionPower = MaxMissionPower;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.StartMatchmaking
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::StartMatchmaking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "StartMatchmaking");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.StartOnboardingMission
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMatchmakingContext::StartOnboardingMission()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "StartOnboardingMission");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.IsInLobby
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMatchmakingContext::IsInLobby() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "IsInLobby");
|
|
|
|
Params::FortMatchmakingContext_IsInLobby Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMatchmakingContext.IsOutpostPermitted
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMatchmakingContext::IsOutpostPermitted() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMatchmakingContext", "IsOutpostPermitted");
|
|
|
|
Params::FortMatchmakingContext_IsOutpostPermitted Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ActivateSlot
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AcivateDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float AcivateDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ActivateSlot");
|
|
|
|
Params::FortPlayerController_ActivateSlot Parms{};
|
|
|
|
Parms.InQuickBar = InQuickBar;
|
|
Parms.Slot = Slot;
|
|
Parms.AcivateDelay = AcivateDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.Cheat
|
|
// (Final, Exec, Native, Protected)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::Cheat(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "Cheat");
|
|
|
|
Params::FortPlayerController_Cheat Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.CheatAll
|
|
// (Final, Exec, Native, Protected)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::CheatAll(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "CheatAll");
|
|
|
|
Params::FortPlayerController_CheatAll Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientAddHeroSpecialization
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
|
|
// Parameters:
|
|
// class UFortHeroSpecialization* NewSpecialization (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientAddHeroSpecialization(class UFortHeroSpecialization* NewSpecialization)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientAddHeroSpecialization");
|
|
|
|
Params::FortPlayerController_ClientAddHeroSpecialization Parms{};
|
|
|
|
Parms.NewSpecialization = NewSpecialization;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientCancelCrafting
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientCancelCrafting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientCancelCrafting");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientClearDisabledActionMappings
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
|
|
|
|
void AFortPlayerController::ClientClearDisabledActionMappings()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientClearDisabledActionMappings");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientDrawAttentionToUI
|
|
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
|
|
// Parameters:
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientDrawAttentionToUI(const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientDrawAttentionToUI");
|
|
|
|
Params::FortPlayerController_ClientDrawAttentionToUI Parms{};
|
|
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientExecuteInventoryItem
|
|
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientExecuteInventoryItem");
|
|
|
|
Params::FortPlayerController_ClientExecuteInventoryItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Delay = Delay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientForceCancelBuildingTool
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientForceCancelBuildingTool()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientForceCancelBuildingTool");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientForceProfileQuery
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientForceProfileQuery()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientForceProfileQuery");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientGivePlayerLocalAccountItem
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// class UFortAccountItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientGivePlayerLocalAccountItem(class UFortAccountItemDefinition* ItemDefinition, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientGivePlayerLocalAccountItem");
|
|
|
|
Params::FortPlayerController_ClientGivePlayerLocalAccountItem Parms{};
|
|
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientHandleNotification
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// const class FString& TypeStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& PayloadStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientHandleNotification(const class FString& TypeStr, const class FString& PayloadStr)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientHandleNotification");
|
|
|
|
Params::FortPlayerController_ClientHandleNotification Parms{};
|
|
|
|
Parms.TypeStr = std::move(TypeStr);
|
|
Parms.PayloadStr = std::move(PayloadStr);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientHideTutorialWidget
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientHideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientHideTutorialWidget");
|
|
|
|
Params::FortPlayerController_ClientHideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientOnGenericPlayerInitialization
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientOnGenericPlayerInitialization()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientOnGenericPlayerInitialization");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientOpenChoiceUI
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// const struct FChoiceData& ChoiceItems (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientOpenChoiceUI(const struct FChoiceData& ChoiceItems)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientOpenChoiceUI");
|
|
|
|
Params::FortPlayerController_ClientOpenChoiceUI Parms{};
|
|
|
|
Parms.ChoiceItems = std::move(ChoiceItems);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientPingMinimap
|
|
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
|
|
// Parameters:
|
|
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientPingMinimap");
|
|
|
|
Params::FortPlayerController_ClientPingMinimap Parms{};
|
|
|
|
Parms.WorldLocation = std::move(WorldLocation);
|
|
Parms.PingColor = std::move(PingColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientReadyCheckComplete
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
|
|
// Parameters:
|
|
// bool bPassed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientReadyCheckComplete(bool bPassed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientReadyCheckComplete");
|
|
|
|
Params::FortPlayerController_ClientReadyCheckComplete Parms{};
|
|
|
|
Parms.bPassed = bPassed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientRegisterWithParty
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientRegisterWithParty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientRegisterWithParty");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientRequestReadyCheck
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
|
|
// Parameters:
|
|
// const class FText& QueryText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FText& YesText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FText& NoText (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientRequestReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientRequestReadyCheck");
|
|
|
|
Params::FortPlayerController_ClientRequestReadyCheck Parms{};
|
|
|
|
Parms.QueryText = std::move(QueryText);
|
|
Parms.YesText = std::move(YesText);
|
|
Parms.NoText = std::move(NoText);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSendClientNotification
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const struct FFortClientNotificationData&NewClientNotification (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSendClientNotification(const struct FFortClientNotificationData& NewClientNotification)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSendClientNotification");
|
|
|
|
Params::FortPlayerController_ClientSendClientNotification Parms{};
|
|
|
|
Parms.NewClientNotification = std::move(NewClientNotification);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSendEventNotification
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const class FName NotificationName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UObject* NotificationParameter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bRemoveIfActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSendEventNotification(const class FName NotificationName, const class UObject* NotificationParameter, bool bRemoveIfActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSendEventNotification");
|
|
|
|
Params::FortPlayerController_ClientSendEventNotification Parms{};
|
|
|
|
Parms.NotificationName = NotificationName;
|
|
Parms.NotificationParameter = NotificationParameter;
|
|
Parms.bRemoveIfActive = bRemoveIfActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSendTutorialNotification
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const struct FFortTutorialNotificationData&NewTutorialNotification (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSendTutorialNotification(const struct FFortTutorialNotificationData& NewTutorialNotification)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSendTutorialNotification");
|
|
|
|
Params::FortPlayerController_ClientSendTutorialNotification Parms{};
|
|
|
|
Parms.NewTutorialNotification = std::move(NewTutorialNotification);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSetActionMappingEnabled
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSetActionMappingEnabled(class FName ActionName, bool bEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSetActionMappingEnabled");
|
|
|
|
Params::FortPlayerController_ClientSetActionMappingEnabled Parms{};
|
|
|
|
Parms.ActionName = ActionName;
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSetInviteFlags
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const struct FJoinabilitySettings& Settings (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSetInviteFlags(const struct FJoinabilitySettings& Settings)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSetInviteFlags");
|
|
|
|
Params::FortPlayerController_ClientSetInviteFlags Parms{};
|
|
|
|
Parms.Settings = std::move(Settings);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientSetSpectatorCamera
|
|
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
|
|
// Parameters:
|
|
// const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& CameraRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientSetSpectatorCamera(const struct FVector& CameraLocation, const struct FRotator& CameraRotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientSetSpectatorCamera");
|
|
|
|
Params::FortPlayerController_ClientSetSpectatorCamera Parms{};
|
|
|
|
Parms.CameraLocation = std::move(CameraLocation);
|
|
Parms.CameraRotation = std::move(CameraRotation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientStayWithParty
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// bool bStayWithParty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientStayWithParty(bool bStayWithParty)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientStayWithParty");
|
|
|
|
Params::FortPlayerController_ClientStayWithParty Parms{};
|
|
|
|
Parms.bStayWithParty = bStayWithParty;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientStopUIFeedbackEvent
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientStopUIFeedbackEvent(class FName EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientStopUIFeedbackEvent");
|
|
|
|
Params::FortPlayerController_ClientStopUIFeedbackEvent Parms{};
|
|
|
|
Parms.EventName = EventName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientTriggerUIFeedbackEvent
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientTriggerUIFeedbackEvent(class FName EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientTriggerUIFeedbackEvent");
|
|
|
|
Params::FortPlayerController_ClientTriggerUIFeedbackEvent Parms{};
|
|
|
|
Parms.EventName = EventName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientUnableToPlaceGenerator
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerController::ClientUnableToPlaceGenerator()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientUnableToPlaceGenerator");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientUnhideTutorialWidget
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientUnhideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientUnhideTutorialWidget");
|
|
|
|
Params::FortPlayerController_ClientUnhideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientUpdateRichPresence
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// ERichPresenceStateChange RichPresenceChange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bImportant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientUpdateRichPresence");
|
|
|
|
Params::FortPlayerController_ClientUpdateRichPresence Parms{};
|
|
|
|
Parms.RichPresenceChange = RichPresenceChange;
|
|
Parms.bImportant = bImportant;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ClientZoneSay
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
|
|
// Parameters:
|
|
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ClientZoneSay(const class FString& PlayerName, const class FString& Message)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ClientZoneSay");
|
|
|
|
Params::FortPlayerController_ClientZoneSay Parms{};
|
|
|
|
Parms.PlayerName = std::move(PlayerName);
|
|
Parms.Message = std::move(Message);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.Emote
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::Emote(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "Emote");
|
|
|
|
Params::FortPlayerController_Emote Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ForceUpdateQuickbar
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortQuickBars QuickbarToRefresh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ForceUpdateQuickbar");
|
|
|
|
Params::FortPlayerController_ForceUpdateQuickbar Parms{};
|
|
|
|
Parms.QuickbarToRefresh = QuickbarToRefresh;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GetAIDirectorDataManager
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIDirectorDataManager* AFortPlayerController::GetAIDirectorDataManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GetAIDirectorDataManager");
|
|
|
|
Params::FortPlayerController_GetAIDirectorDataManager Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GivePlayerAmmo
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 AmmoCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::GivePlayerAmmo(int32 AmmoCount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GivePlayerAmmo");
|
|
|
|
Params::FortPlayerController_GivePlayerAmmo Parms{};
|
|
|
|
Parms.AmmoCount = AmmoCount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.HandleWorldInventoryLocalUpdate
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPlayerController::HandleWorldInventoryLocalUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "HandleWorldInventoryLocalUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.LocalOnBlueprintEdit
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class ABuildingSMActor* EditedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::LocalOnBlueprintEdit(class ABuildingSMActor* EditedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "LocalOnBlueprintEdit");
|
|
|
|
Params::FortPlayerController_LocalOnBlueprintEdit Parms{};
|
|
|
|
Parms.EditedActor = EditedActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_bHasServerFinishedLoading
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_bHasServerFinishedLoading()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_bHasServerFinishedLoading");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_CheatMovement
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_CheatMovement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_CheatMovement");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_CombatManager
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_CombatManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_CombatManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_IntensityGraphInfo
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPlayerController::OnRep_IntensityGraphInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_IntensityGraphInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_LatestRewardReport
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_LatestRewardReport()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_LatestRewardReport");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_PIDContributionsGraphInfo
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPlayerController::OnRep_PIDContributionsGraphInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_PIDContributionsGraphInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_PIDValuesGraphInfo
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPlayerController::OnRep_PIDValuesGraphInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_PIDValuesGraphInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_PinnedSchematics
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_PinnedSchematics()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_PinnedSchematics");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_QuickBar
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_QuickBar()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_QuickBar");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OnRep_UpdatedObjectiveStats
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerController::OnRep_UpdatedObjectiveStats()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OnRep_UpdatedObjectiveStats");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.OpenChoiceUI
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FChoiceData& ChoiceData (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::OpenChoiceUI(const struct FChoiceData& ChoiceData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "OpenChoiceUI");
|
|
|
|
Params::FortPlayerController_OpenChoiceUI Parms{};
|
|
|
|
Parms.ChoiceData = std::move(ChoiceData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.PlaySpatialSound
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::PlaySpatialSound(class USoundBase* Sound, const struct FVector& Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "PlaySpatialSound");
|
|
|
|
Params::FortPlayerController_PlaySpatialSound Parms{};
|
|
|
|
Parms.Sound = Sound;
|
|
Parms.Location = std::move(Location);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.PrintDebugInfo
|
|
// (Exec, Native, Protected)
|
|
|
|
void AFortPlayerController::PrintDebugInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "PrintDebugInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.RemoveItemFromQuickBars
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::RemoveItemFromQuickBars(class UFortItemDefinition* ItemDefinition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "RemoveItemFromQuickBars");
|
|
|
|
Params::FortPlayerController_RemoveItemFromQuickBars Parms{};
|
|
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ResetInputRotationScale
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortPlayerController::ResetInputRotationScale()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ResetInputRotationScale");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.Say
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::Say(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "Say");
|
|
|
|
Params::FortPlayerController_Say Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SayTeam
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SayTeam(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SayTeam");
|
|
|
|
Params::FortPlayerController_SayTeam Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SendMessage
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SendMessage(const class FString& Message, class FName Type, class AActor* Source)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SendMessage");
|
|
|
|
Params::FortPlayerController_SendMessage Parms{};
|
|
|
|
Parms.Message = std::move(Message);
|
|
Parms.Type = Type;
|
|
Parms.Source = Source;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SendTextNotification
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& NotificationText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// float DisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SendTextNotification(const class FText& NotificationText, float DisplayTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SendTextNotification");
|
|
|
|
Params::FortPlayerController_SendTextNotification Parms{};
|
|
|
|
Parms.NotificationText = std::move(NotificationText);
|
|
Parms.DisplayTime = DisplayTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerAttemptInteract
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AActor* ReceivingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* InteractComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// ETInteractionType InteractType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerAttemptInteract(class AActor* ReceivingActor, class UPrimitiveComponent* InteractComponent, ETInteractionType InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerAttemptInteract");
|
|
|
|
Params::FortPlayerController_ServerAttemptInteract Parms{};
|
|
|
|
Parms.ReceivingActor = ReceivingActor;
|
|
Parms.InteractComponent = InteractComponent;
|
|
Parms.InteractType = InteractType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerAttemptPinSchematic
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerAttemptPinSchematic(const class FString& ItemId, bool bSave)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerAttemptPinSchematic");
|
|
|
|
Params::FortPlayerController_ServerAttemptPinSchematic Parms{};
|
|
|
|
Parms.ItemId = std::move(ItemId);
|
|
Parms.bSave = bSave;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerAttemptUnpinSchematic
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerAttemptUnpinSchematic(const class FString& ItemId, bool bSave)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerAttemptUnpinSchematic");
|
|
|
|
Params::FortPlayerController_ServerAttemptUnpinSchematic Parms{};
|
|
|
|
Parms.ItemId = std::move(ItemId);
|
|
Parms.bSave = bSave;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerBanPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerToBan (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerBanPlayer(const struct FUniqueNetIdRepl& PlayerToBan)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerBanPlayer");
|
|
|
|
Params::FortPlayerController_ServerBanPlayer Parms{};
|
|
|
|
Parms.PlayerToBan = std::move(PlayerToBan);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerBeginEditingBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerBeginEditingBuildingActor(class ABuildingSMActor* BuildingActorToEdit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerBeginEditingBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerBeginEditingBuildingActor Parms{};
|
|
|
|
Parms.BuildingActorToEdit = BuildingActorToEdit;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerBroadcastUIFeedbackEvent
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerBroadcastUIFeedbackEvent(class FName EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerBroadcastUIFeedbackEvent");
|
|
|
|
Params::FortPlayerController_ServerBroadcastUIFeedbackEvent Parms{};
|
|
|
|
Parms.EventName = EventName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCheat
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerCheat(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCheat");
|
|
|
|
Params::FortPlayerController_ServerCheat Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCheatAll
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerCheatAll(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCheatAll");
|
|
|
|
Params::FortPlayerController_ServerCheatAll Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerClientPawnLoaded
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bIsPawnLoaded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerClientPawnLoaded(bool bIsPawnLoaded)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerClientPawnLoaded");
|
|
|
|
Params::FortPlayerController_ServerClientPawnLoaded Parms{};
|
|
|
|
Parms.bIsPawnLoaded = bIsPawnLoaded;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCraftSchematic
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerCraftSchematic(const class FString& ItemId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCraftSchematic");
|
|
|
|
Params::FortPlayerController_ServerCraftSchematic Parms{};
|
|
|
|
Parms.ItemId = std::move(ItemId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCreateAIDirectorDataManager
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerCreateAIDirectorDataManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCreateAIDirectorDataManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCreateBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FBuildingClassData& BuildingClassData (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FVector_NetQuantize10& BuildLoc (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerCreateBuildingActor(const struct FBuildingClassData& BuildingClassData, const struct FVector_NetQuantize10& BuildLoc, const struct FRotator& BuildRot, bool bMirrored)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCreateBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerCreateBuildingActor Parms{};
|
|
|
|
Parms.BuildingClassData = std::move(BuildingClassData);
|
|
Parms.BuildLoc = std::move(BuildLoc);
|
|
Parms.BuildRot = std::move(BuildRot);
|
|
Parms.bMirrored = bMirrored;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerCreateCombatManager
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerCreateCombatManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerCreateCombatManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerDisassembleInventoryItem
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerDisassembleInventoryItem(const struct FGuid& ItemGuid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerDisassembleInventoryItem");
|
|
|
|
Params::FortPlayerController_ServerDisassembleInventoryItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerDropCarriedObject
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerDropCarriedObject()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerDropCarriedObject");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerEditBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActorToEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class ABuildingSMActor> NewBuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 RotationIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerEditBuildingActor(class ABuildingSMActor* BuildingActorToEdit, TSubclassOf<class ABuildingSMActor> NewBuildingClass, int32 RotationIterations, bool bMirrored)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerEditBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerEditBuildingActor Parms{};
|
|
|
|
Parms.BuildingActorToEdit = BuildingActorToEdit;
|
|
Parms.NewBuildingClass = NewBuildingClass;
|
|
Parms.RotationIterations = RotationIterations;
|
|
Parms.bMirrored = bMirrored;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerEmote
|
|
// (Net, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerEmote(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerEmote");
|
|
|
|
Params::FortPlayerController_ServerEmote Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerEndEditingBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActorToStopEditing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerEndEditingBuildingActor(class ABuildingSMActor* BuildingActorToStopEditing)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerEndEditingBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerEndEditingBuildingActor Parms{};
|
|
|
|
Parms.BuildingActorToStopEditing = BuildingActorToStopEditing;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerExecuteInventoryItem
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerExecuteInventoryItem(const struct FGuid& ItemGuid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerExecuteInventoryItem");
|
|
|
|
Params::FortPlayerController_ServerExecuteInventoryItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerForceProfileQuery
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerForceProfileQuery()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerForceProfileQuery");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerGiftInventoryItemToOtherPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FUniqueNetIdRepl& PlayerID (Parm, NativeAccessSpecifierPublic)
|
|
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerGiftInventoryItemToOtherPlayer(const struct FGuid& ItemGuid, const struct FUniqueNetIdRepl& PlayerID, int32 Quantity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerGiftInventoryItemToOtherPlayer");
|
|
|
|
Params::FortPlayerController_ServerGiftInventoryItemToOtherPlayer Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
Parms.Quantity = Quantity;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerGrantAdminPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerGrantAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerGrantAdminPlayer");
|
|
|
|
Params::FortPlayerController_ServerGrantAdminPlayer Parms{};
|
|
|
|
Parms.PlayerToAdmin = std::move(PlayerToAdmin);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledCursorMode
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerHandleMissionEvent_ToggledCursorMode(class AFortPlayerController* PlayerThatToggledCursorMode, bool bOpened)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledCursorMode");
|
|
|
|
Params::FortPlayerController_ServerHandleMissionEvent_ToggledCursorMode Parms{};
|
|
|
|
Parms.PlayerThatToggledCursorMode = PlayerThatToggledCursorMode;
|
|
Parms.bOpened = bOpened;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledEditMode
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerHandleMissionEvent_ToggledEditMode(class AFortPlayerController* PlayerThatToggledEditMode, bool bOpened)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledEditMode");
|
|
|
|
Params::FortPlayerController_ServerHandleMissionEvent_ToggledEditMode Parms{};
|
|
|
|
Parms.PlayerThatToggledEditMode = PlayerThatToggledEditMode;
|
|
Parms.bOpened = bOpened;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledOptionsMenu
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOpened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerHandleMissionEvent_ToggledOptionsMenu(class AFortPlayerController* PlayerThatToggledOptionsMenu, bool bOpened)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledOptionsMenu");
|
|
|
|
Params::FortPlayerController_ServerHandleMissionEvent_ToggledOptionsMenu Parms{};
|
|
|
|
Parms.PlayerThatToggledOptionsMenu = PlayerThatToggledOptionsMenu;
|
|
Parms.bOpened = bOpened;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerItemWillBeDestroyed
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& DestroyedItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerItemWillBeDestroyed(const struct FGuid& DestroyedItemGuid, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerItemWillBeDestroyed");
|
|
|
|
Params::FortPlayerController_ServerItemWillBeDestroyed Parms{};
|
|
|
|
Parms.DestroyedItemGuid = std::move(DestroyedItemGuid);
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerKickPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerToKick (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FText& Reason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerKickPlayer(const struct FUniqueNetIdRepl& PlayerToKick, const class FText& Reason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerKickPlayer");
|
|
|
|
Params::FortPlayerController_ServerKickPlayer Parms{};
|
|
|
|
Parms.PlayerToKick = std::move(PlayerToKick);
|
|
Parms.Reason = std::move(Reason);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerKillAllAIPawnsAroundPlayer
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerKillAllAIPawnsAroundPlayer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerKillAllAIPawnsAroundPlayer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerModDurability
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float DurabilityMod (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForceSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerModDurability(const struct FGuid& ItemGuid, float DurabilityMod, bool bForceSet)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerModDurability");
|
|
|
|
Params::FortPlayerController_ServerModDurability Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.DurabilityMod = DurabilityMod;
|
|
Parms.bForceSet = bForceSet;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerModifyStat
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class FName StatName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EStatMod ModType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForceStatSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerModifyStat(class FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerModifyStat");
|
|
|
|
Params::FortPlayerController_ServerModifyStat Parms{};
|
|
|
|
Parms.StatName = StatName;
|
|
Parms.Amount = Amount;
|
|
Parms.ModType = ModType;
|
|
Parms.bForceStatSave = bForceStatSave;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerNotificationIsFinished
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& NotificationID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerNotificationIsFinished(const struct FGuid& NotificationID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerNotificationIsFinished");
|
|
|
|
Params::FortPlayerController_ServerNotificationIsFinished Parms{};
|
|
|
|
Parms.NotificationID = std::move(NotificationID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerOnBannerUpdate
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerOnBannerUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerOnBannerUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerPingMinimap
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerPingMinimap");
|
|
|
|
Params::FortPlayerController_ServerPingMinimap Parms{};
|
|
|
|
Parms.WorldLocation = std::move(WorldLocation);
|
|
Parms.PingColor = std::move(PingColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReadyToStartMatch
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerReadyToStartMatch()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReadyToStartMatch");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReconcileGiftsFromPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAccept (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerReconcileGiftsFromPlayer(const class FString& PlayerName, bool bAccept)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReconcileGiftsFromPlayer");
|
|
|
|
Params::FortPlayerController_ServerReconcileGiftsFromPlayer Parms{};
|
|
|
|
Parms.PlayerName = std::move(PlayerName);
|
|
Parms.bAccept = bAccept;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReleaseInventoryItemKey
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortQuickBars InQuickBar (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Slot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerReleaseInventoryItemKey(EFortQuickBars InQuickBar, int32 Slot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReleaseInventoryItemKey");
|
|
|
|
Params::FortPlayerController_ServerReleaseInventoryItemKey Parms{};
|
|
|
|
Parms.InQuickBar = InQuickBar;
|
|
Parms.Slot = Slot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerRemoveAdminPlayer
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerToAdmin (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerRemoveAdminPlayer(const struct FUniqueNetIdRepl& PlayerToAdmin)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerRemoveAdminPlayer");
|
|
|
|
Params::FortPlayerController_ServerRemoveAdminPlayer Parms{};
|
|
|
|
Parms.PlayerToAdmin = std::move(PlayerToAdmin);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerRemoveInventoryItem
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForceRemoveFromQuickBars (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerRemoveInventoryItem(const struct FGuid& ItemGuid, int32 Count, bool bForceRemoveFromQuickBars)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryItem");
|
|
|
|
Params::FortPlayerController_ServerRemoveInventoryItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Count = Count;
|
|
Parms.bForceRemoveFromQuickBars = bForceRemoveFromQuickBars;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerRemoveInventoryStateValue
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EFortItemEntryState StateValueType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerRemoveInventoryStateValue(const struct FGuid& ItemGuid, EFortItemEntryState StateValueType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryStateValue");
|
|
|
|
Params::FortPlayerController_ServerRemoveInventoryStateValue Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.StateValueType = StateValueType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerRepairBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActorToRepair (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerRepairBuildingActor(class ABuildingSMActor* BuildingActorToRepair)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerRepairBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerRepairBuildingActor Parms{};
|
|
|
|
Parms.BuildingActorToRepair = BuildingActorToRepair;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReplyToReadyCheck
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerReplyToReadyCheck(bool bReady)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReplyToReadyCheck");
|
|
|
|
Params::FortPlayerController_ServerReplyToReadyCheck Parms{};
|
|
|
|
Parms.bReady = bReady;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerRequestGameplayAction
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortRequestedGameplayAction RequestedAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerRequestGameplayAction(EFortRequestedGameplayAction RequestedAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerRequestGameplayAction");
|
|
|
|
Params::FortPlayerController_ServerRequestGameplayAction Parms{};
|
|
|
|
Parms.RequestedAction = RequestedAction;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReturnToLobby
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerReturnToLobby()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReturnToLobby");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerReturnToMainMenu
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerReturnToMainMenu()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerReturnToMainMenu");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSaveLoadoutData
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FSelectedClassAbilityKits& ForceSelectedAbilities (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSaveLoadoutData(const class FString& NewHeroID, const struct FSelectedClassAbilityKits& ForceSelectedAbilities)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSaveLoadoutData");
|
|
|
|
Params::FortPlayerController_ServerSaveLoadoutData Parms{};
|
|
|
|
Parms.NewHeroID = std::move(NewHeroID);
|
|
Parms.ForceSelectedAbilities = std::move(ForceSelectedAbilities);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSay
|
|
// (Net, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSay(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSay");
|
|
|
|
Params::FortPlayerController_ServerSay Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSayTeam
|
|
// (Net, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSayTeam(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSayTeam");
|
|
|
|
Params::FortPlayerController_ServerSayTeam Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetAnalyticsIds
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& SessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& UserId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetAnalyticsIds(const class FString& SessionId, const class FString& UserId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetAnalyticsIds");
|
|
|
|
Params::FortPlayerController_ServerSetAnalyticsIds Parms{};
|
|
|
|
Parms.SessionId = std::move(SessionId);
|
|
Parms.UserId = std::move(UserId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetAutoEquipBetterItems
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bAutoEquip (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetAutoEquipBetterItems(bool bAutoEquip)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetAutoEquipBetterItems");
|
|
|
|
Params::FortPlayerController_ServerSetAutoEquipBetterItems Parms{};
|
|
|
|
Parms.bAutoEquip = bAutoEquip;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetClientHasFinishedLoading
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bInHasFinishedLoading (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetClientHasFinishedLoading(bool bInHasFinishedLoading)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetClientHasFinishedLoading");
|
|
|
|
Params::FortPlayerController_ServerSetClientHasFinishedLoading Parms{};
|
|
|
|
Parms.bInHasFinishedLoading = bInHasFinishedLoading;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetHero
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetHero(const class FString& NewHeroID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetHero");
|
|
|
|
Params::FortPlayerController_ServerSetHero Parms{};
|
|
|
|
Parms.NewHeroID = std::move(NewHeroID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetInventoryStateValue
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FFortItemEntryStateValue& StateValue (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetInventoryStateValue(const struct FGuid& ItemGuid, const struct FFortItemEntryStateValue& StateValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetInventoryStateValue");
|
|
|
|
Params::FortPlayerController_ServerSetInventoryStateValue Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.StateValue = std::move(StateValue);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetInvincibleDueToUI
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetInvincibleDueToUI(bool bInvincible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetInvincibleDueToUI");
|
|
|
|
Params::FortPlayerController_ServerSetInvincibleDueToUI Parms{};
|
|
|
|
Parms.bInvincible = bInvincible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetMarkText
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AFortMarkActor* MarkActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MarkText (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetMarkText(class AFortMarkActor* MarkActor, const class FString& MarkText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetMarkText");
|
|
|
|
Params::FortPlayerController_ServerSetMarkText Parms{};
|
|
|
|
Parms.MarkActor = MarkActor;
|
|
Parms.MarkText = std::move(MarkText);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetPartyOwner
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PartyOwnerUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetPartyOwner(const struct FUniqueNetIdRepl& PartyOwnerUniqueId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetPartyOwner");
|
|
|
|
Params::FortPlayerController_ServerSetPartyOwner Parms{};
|
|
|
|
Parms.PartyOwnerUniqueId = std::move(PartyOwnerUniqueId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetPlayerStatus
|
|
// (Net, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// uint32 PlayerStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetPlayerStatus(uint32 PlayerStatus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetPlayerStatus");
|
|
|
|
Params::FortPlayerController_ServerSetPlayerStatus Parms{};
|
|
|
|
Parms.PlayerStatus = PlayerStatus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetReadyToContinue
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bReady (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EFortGameplayState RequestedState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bTryStartTimer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetReadyToContinue(bool bReady, EFortGameplayState RequestedState, bool bTryStartTimer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetReadyToContinue");
|
|
|
|
Params::FortPlayerController_ServerSetReadyToContinue Parms{};
|
|
|
|
Parms.bReady = bReady;
|
|
Parms.RequestedState = RequestedState;
|
|
Parms.bTryStartTimer = bTryStartTimer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetTimeOfDay
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetTimeOfDay(float TimeOfDay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetTimeOfDay");
|
|
|
|
Params::FortPlayerController_ServerSetTimeOfDay Parms{};
|
|
|
|
Parms.TimeOfDay = TimeOfDay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSetupWeakSpotsOnBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortCrackEffectData& CrackData (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSetupWeakSpotsOnBuildingActor(class ABuildingSMActor* BuildingActor, const struct FFortCrackEffectData& CrackData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSetupWeakSpotsOnBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerSetupWeakSpotsOnBuildingActor Parms{};
|
|
|
|
Parms.BuildingActor = BuildingActor;
|
|
Parms.CrackData = std::move(CrackData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSpawnInventoryDrop
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSpawnInventoryDrop(const struct FGuid& ItemGuid, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSpawnInventoryDrop");
|
|
|
|
Params::FortPlayerController_ServerSpawnInventoryDrop Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSpawnMark
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// class AActor* ActorToAttachTo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& AttachOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSpawnMark(class AActor* ActorToAttachTo, const struct FVector& AttachOffset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSpawnMark");
|
|
|
|
Params::FortPlayerController_ServerSpawnMark Parms{};
|
|
|
|
Parms.ActorToAttachTo = ActorToAttachTo;
|
|
Parms.AttachOffset = std::move(AttachOffset);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSpotActor
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AActor* NewlySpottedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerSpotActor(class AActor* NewlySpottedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSpotActor");
|
|
|
|
Params::FortPlayerController_ServerSpotActor Parms{};
|
|
|
|
Parms.NewlySpottedActor = NewlySpottedActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerStartIntensityGraphing
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerStartIntensityGraphing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerStartIntensityGraphing");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerStartPIDContributionsGraphing
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerStartPIDContributionsGraphing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerStartPIDContributionsGraphing");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerStartPIDValueGraphing
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerStartPIDValueGraphing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerStartPIDValueGraphing");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerSuicide
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerSuicide()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerSuicide");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerTeleportToReticle
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FVector& TeleportLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerTeleportToReticle(const struct FVector& TeleportLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerTeleportToReticle");
|
|
|
|
Params::FortPlayerController_ServerTeleportToReticle Parms{};
|
|
|
|
Parms.TeleportLocation = std::move(TeleportLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerTouchActiveTime
|
|
// (Net, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerController::ServerTouchActiveTime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerTouchActiveTime");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerTriggerCombatEvent
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortCombatEvents TriggeredEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float HeatMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerTriggerCombatEvent");
|
|
|
|
Params::FortPlayerController_ServerTriggerCombatEvent Parms{};
|
|
|
|
Parms.TriggeredEvent = TriggeredEvent;
|
|
Parms.HeatMultiplier = HeatMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerUIChoiceCompleted
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 MenuIdentifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerUIChoiceCompleted");
|
|
|
|
Params::FortPlayerController_ServerUIChoiceCompleted Parms{};
|
|
|
|
Parms.ChosenItem = ChosenItem;
|
|
Parms.MenuIdentifier = MenuIdentifier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ServerUpgradeBuildingActor
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class ABuildingActor* BuildingActorToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NewUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::ServerUpgradeBuildingActor(class ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ServerUpgradeBuildingActor");
|
|
|
|
Params::FortPlayerController_ServerUpgradeBuildingActor Parms{};
|
|
|
|
Parms.BuildingActorToUpgrade = BuildingActorToUpgrade;
|
|
Parms.NewUpgradeLevel = NewUpgradeLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SetCinematicOverrideClass
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortCinematicCamera> OverrideCameraClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SetCinematicOverrideClass(TSubclassOf<class UFortCinematicCamera> OverrideCameraClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SetCinematicOverrideClass");
|
|
|
|
Params::FortPlayerController_SetCinematicOverrideClass Parms{};
|
|
|
|
Parms.OverrideCameraClass = OverrideCameraClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SetInputPitchScale
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float InInputPitchScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SetInputPitchScale(float InInputPitchScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SetInputPitchScale");
|
|
|
|
Params::FortPlayerController_SetInputPitchScale Parms{};
|
|
|
|
Parms.InInputPitchScale = InInputPitchScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SetInputYawScale
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float InInputYawScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SetInputYawScale(float InInputYawScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SetInputYawScale");
|
|
|
|
Params::FortPlayerController_SetInputYawScale Parms{};
|
|
|
|
Parms.InInputYawScale = InInputYawScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SetShowHUD
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewShowHUD (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SetShowHUD(bool bNewShowHUD)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SetShowHUD");
|
|
|
|
Params::FortPlayerController_SetShowHUD Parms{};
|
|
|
|
Parms.bNewShowHUD = bNewShowHUD;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SpawnCameraLensEffectDirectional
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class AFortEmitterCameraLensEffectDirectional>LensEffectEmitterClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* DamageDealer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AFortEmitterCameraLensEffectDirectional*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortEmitterCameraLensEffectDirectional* AFortPlayerController::SpawnCameraLensEffectDirectional(TSubclassOf<class AFortEmitterCameraLensEffectDirectional> LensEffectEmitterClass, class AFortPawn* DamageDealer, const struct FHitResult& HitInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SpawnCameraLensEffectDirectional");
|
|
|
|
Params::FortPlayerController_SpawnCameraLensEffectDirectional Parms{};
|
|
|
|
Parms.LensEffectEmitterClass = LensEffectEmitterClass;
|
|
Parms.DamageDealer = DamageDealer;
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.StartReadyCheck
|
|
// (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& QueryText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& YesText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& NoText (Parm, NativeAccessSpecifierPublic)
|
|
// float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerController::StartReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText, float PercentageToPass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "StartReadyCheck");
|
|
|
|
Params::FortPlayerController_StartReadyCheck Parms{};
|
|
|
|
Parms.QueryText = std::move(QueryText);
|
|
Parms.YesText = std::move(YesText);
|
|
Parms.NoText = std::move(NoText);
|
|
Parms.PercentageToPass = PercentageToPass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.Suicide
|
|
// (Exec, Native, Public)
|
|
|
|
void AFortPlayerController::Suicide()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "Suicide");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.SuppressEventNotifications
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bSuppress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerController::SuppressEventNotifications(bool bSuppress)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "SuppressEventNotifications");
|
|
|
|
Params::FortPlayerController_SuppressEventNotifications Parms{};
|
|
|
|
Parms.bSuppress = bSuppress;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ToggleFullScreenMap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerController::ToggleFullScreenMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ToggleFullScreenMap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ToggleInventory
|
|
// (Exec, Native, Public)
|
|
|
|
void AFortPlayerController::ToggleInventory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ToggleInventory");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ToggleMirrorBuildPreview
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerController::ToggleMirrorBuildPreview()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ToggleMirrorBuildPreview");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.ToggleStats
|
|
// (Exec, Native, Public)
|
|
|
|
void AFortPlayerController::ToggleStats()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "ToggleStats");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.DumpHomebaseRatingInfo
|
|
// (Final, Exec, Native, Public, Const)
|
|
|
|
void AFortPlayerController::DumpHomebaseRatingInfo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "DumpHomebaseRatingInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GetAccountLevel
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortPlayerController::GetAccountLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GetAccountLevel");
|
|
|
|
Params::FortPlayerController_GetAccountLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GetAccountLevelProgression
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerController::GetAccountLevelProgression() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GetAccountLevelProgression");
|
|
|
|
Params::FortPlayerController_GetAccountLevelProgression Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GetActorUnderReticle
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortPlayerController::GetActorUnderReticle() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GetActorUnderReticle");
|
|
|
|
Params::FortPlayerController_GetActorUnderReticle Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.GetQuestManager
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortQuestManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortQuestManager* AFortPlayerController::GetQuestManager() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "GetQuestManager");
|
|
|
|
Params::FortPlayerController_GetQuestManager Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.IsClientBot
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerController::IsClientBot() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "IsClientBot");
|
|
|
|
Params::FortPlayerController_IsClientBot Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.IsRequirementsMet
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortRequirementsInfo& InRequirements (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerController::IsRequirementsMet(const struct FFortRequirementsInfo& InRequirements) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "IsRequirementsMet");
|
|
|
|
Params::FortPlayerController_IsRequirementsMet Parms{};
|
|
|
|
Parms.InRequirements = std::move(InRequirements);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerController.IsUsingFirstPersonCamera
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerController::IsUsingFirstPersonCamera() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerController", "IsUsingFirstPersonCamera");
|
|
|
|
Params::FortPlayerController_IsUsingFirstPersonCamera Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltipInterface.GetTooltip
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UFortTooltip> IFortTooltipInterface::GetTooltip() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltipInterface", "GetTooltip");
|
|
|
|
Params::FortTooltipInterface_GetTooltip Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltipContext.SpawnTooltipContext
|
|
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortTooltipContext* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContext()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContext");
|
|
|
|
Params::FortTooltipContext_SpawnTooltipContext Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.CreateTemporaryItemInstanceBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "CreateTemporaryItemInstanceBP");
|
|
|
|
Params::FortItemDefinition_CreateTemporaryItemInstanceBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.GetDescription
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class FText> UFortItemDefinition::GetDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "GetDescription");
|
|
|
|
Params::FortItemDefinition_GetDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.GetDisplayName
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool bBaseName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItemDefinition::GetDisplayName(bool bBaseName) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "GetDisplayName");
|
|
|
|
Params::FortItemDefinition_GetDisplayName Parms{};
|
|
|
|
Parms.bBaseName = bBaseName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.GetIconBrush
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FSlateBrush* IconBrush_0 (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemDefinition::GetIconBrush(struct FSlateBrush* IconBrush_0, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "GetIconBrush");
|
|
|
|
Params::FortItemDefinition_GetIconBrush Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (IconBrush_0 != nullptr)
|
|
*IconBrush_0 = std::move(Parms.IconBrush_0);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.GetSingleLineDescription
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItemDefinition::GetSingleLineDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "GetSingleLineDescription");
|
|
|
|
Params::FortItemDefinition_GetSingleLineDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinition.GetTooltip
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortTooltip> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UFortTooltip> UFortItemDefinition::GetTooltip() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinition", "GetTooltip");
|
|
|
|
Params::FortItemDefinition_GetTooltip Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDamageNumbersActor.OnNewDamageNumber
|
|
// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortDamageNumberInfo& NewDamageNumberInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDamageNumbersActor::OnNewDamageNumber(const struct FFortDamageNumberInfo& NewDamageNumberInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDamageNumbersActor", "OnNewDamageNumber");
|
|
|
|
Params::FortDamageNumbersActor_OnNewDamageNumber Parms{};
|
|
|
|
Parms.NewDamageNumberInfo = std::move(NewDamageNumberInfo);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrait.GetAbilityKitSlots
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortAbilityKitSlot> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FFortAbilityKitSlot> UFortTrait::GetAbilityKitSlots()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrait", "GetAbilityKitSlots");
|
|
|
|
Params::FortTrait_GetAbilityKitSlots Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.AllowRespawn
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::AllowRespawn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "AllowRespawn");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ApplyWeaponAlteration
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& AlterationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ApplyWeaponAlteration(const class FString& AlterationName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ApplyWeaponAlteration");
|
|
|
|
Params::FortCheatManager_ApplyWeaponAlteration Parms{};
|
|
|
|
Parms.AlterationName = std::move(AlterationName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BackpackSetSize
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::BackpackSetSize(int32 Size)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BackpackSetSize");
|
|
|
|
Params::FortCheatManager_BackpackSetSize Parms{};
|
|
|
|
Parms.Size = Size;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.Badass
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::Badass()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "Badass");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BanPlayer
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::BanPlayer(const class FString& PlayerName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BanPlayer");
|
|
|
|
Params::FortCheatManager_BanPlayer Parms{};
|
|
|
|
Parms.PlayerName = std::move(PlayerName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BeautyMode
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::BeautyMode()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BeautyMode");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BounceContainer
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::BounceContainer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BounceContainer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BuildFree
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::BuildFree()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BuildFree");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.BuildWith
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ResourceTypeAndOrLevel (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::BuildWith(const class FString& ResourceTypeAndOrLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "BuildWith");
|
|
|
|
Params::FortCheatManager_BuildWith Parms{};
|
|
|
|
Parms.ResourceTypeAndOrLevel = std::move(ResourceTypeAndOrLevel);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.CheatScript
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ScriptName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::CheatScript(const class FString& ScriptName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "CheatScript");
|
|
|
|
Params::FortCheatManager_CheatScript Parms{};
|
|
|
|
Parms.ScriptName = std::move(ScriptName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearBannedPlayers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearBannedPlayers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearBannedPlayers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearEncounterSimulatedNumberOfPlayers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearEncounterSimulatedNumberOfPlayers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSimulatedNumberOfPlayers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearEncounterSpawnPointsCap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCurve
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearEncounterSpawnPointsCurve()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCurve");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearKeepSave
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearKeepSave()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearKeepSave");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ClearRespawnTimer
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ClearRespawnTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ClearRespawnTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ConstructTileWorld
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 MaxTiles (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ConstructTileWorld(int32 MaxTiles, int32 X, int32 Y)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ConstructTileWorld");
|
|
|
|
Params::FortCheatManager_ConstructTileWorld Parms{};
|
|
|
|
Parms.MaxTiles = MaxTiles;
|
|
Parms.X = X;
|
|
Parms.Y = Y;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.CoverMap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::CoverMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "CoverMap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.CycleCurrentEncounterToDebug
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::CycleCurrentEncounterToDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "CycleCurrentEncounterToDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.CycleEncounterEQSQueryToDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::CycleEncounterEQSQueryToDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "CycleEncounterEQSQueryToDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.CycleTheaterDisplayed
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::CycleTheaterDisplayed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "CycleTheaterDisplayed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugAbilityTags
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugAbilityTags()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugAbilityTags");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugAttribute
|
|
// (Exec, Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// class FString* Attribute (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DebugAttribute(class FString* Attribute)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugAttribute");
|
|
|
|
Params::FortCheatManager_DebugAttribute Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Attribute != nullptr)
|
|
*Attribute = std::move(Parms.Attribute);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugAttributeClear
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugAttributeClear()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugAttributeClear");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugAttributeModifiers
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugAttributeModifiers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugAttributeModifiers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugBuildingDetection
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugBuildingDetection()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugBuildingDetection");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugForceEnsure
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugForceEnsure()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugForceEnsure");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugHideLoadingScreen
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugHideLoadingScreen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugHideLoadingScreen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugHotSpots
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugHotSpots()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugHotSpots");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugKickPlayerDueToInactivity
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugKickPlayerDueToInactivity()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugKickPlayerDueToInactivity");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugLoadingScreen
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& MissionGen (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DebugLoadingScreen(const class FString& MissionGen)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugLoadingScreen");
|
|
|
|
Params::FortCheatManager_DebugLoadingScreen Parms{};
|
|
|
|
Parms.MissionGen = std::move(MissionGen);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugRifts
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugRifts()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugRifts");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugStructuralSupport
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugStructuralSupport()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugStructuralSupport");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugThisAI
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DebugThisAI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugThisAI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DebugUseDedicatedServer
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bUse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DebugUseDedicatedServer(bool bUse)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DebugUseDedicatedServer");
|
|
|
|
Params::FortCheatManager_DebugUseDedicatedServer Parms{};
|
|
|
|
Parms.bUse = bUse;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DeleteWorld
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& WorldName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DeleteWorld(const class FString& WorldName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DeleteWorld");
|
|
|
|
Params::FortCheatManager_DeleteWorld Parms{};
|
|
|
|
Parms.WorldName = std::move(WorldName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DisableAI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DisableAI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DisableAI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DumpActiveGameplayEffects
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DumpActiveGameplayEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DumpActiveGameplayEffects");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DumpActorsWithAssetTags
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& TagList (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DumpActorsWithAssetTags(const class FString& TagList)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DumpActorsWithAssetTags");
|
|
|
|
Params::FortCheatManager_DumpActorsWithAssetTags Parms{};
|
|
|
|
Parms.TagList = std::move(TagList);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DumpAllActorsWithAssetTags
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::DumpAllActorsWithAssetTags()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DumpAllActorsWithAssetTags");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.DumpGameStats
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& FilterName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::DumpGameStats(const class FString& FilterName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "DumpGameStats");
|
|
|
|
Params::FortCheatManager_DumpGameStats Parms{};
|
|
|
|
Parms.FilterName = std::move(FilterName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EnableAltKeybinds
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::EnableAltKeybinds(bool bEnable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EnableAltKeybinds");
|
|
|
|
Params::FortCheatManager_EnableAltKeybinds Parms{};
|
|
|
|
Parms.bEnable = bEnable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EnableNewCustomizationPanel
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::EnableNewCustomizationPanel(bool bEnable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EnableNewCustomizationPanel");
|
|
|
|
Params::FortCheatManager_EnableNewCustomizationPanel Parms{};
|
|
|
|
Parms.bEnable = bEnable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EncounterCurrentUtilities
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::EncounterCurrentUtilities()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EncounterCurrentUtilities");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EncounterInitialUtilities
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::EncounterInitialUtilities()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EncounterInitialUtilities");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EncounterSetDifficultyLevel
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float NewDifficulty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::EncounterSetDifficultyLevel(float NewDifficulty)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EncounterSetDifficultyLevel");
|
|
|
|
Params::FortCheatManager_EncounterSetDifficultyLevel Parms{};
|
|
|
|
Parms.NewDifficulty = NewDifficulty;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EncounterSpawnProbabilities
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::EncounterSpawnProbabilities()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EncounterSpawnProbabilities");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.EncounterTopUtilityPercentages
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::EncounterTopUtilityPercentages()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "EncounterTopUtilityPercentages");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ExecuteNewMissionGeneration
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ExecuteNewMissionGeneration(float DifficultyLevel, const class FString& GeneratorName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ExecuteNewMissionGeneration");
|
|
|
|
Params::FortCheatManager_ExecuteNewMissionGeneration Parms{};
|
|
|
|
Parms.DifficultyLevel = DifficultyLevel;
|
|
Parms.GeneratorName = std::move(GeneratorName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.FakeZoneScoreboard
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::FakeZoneScoreboard()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "FakeZoneScoreboard");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceAILODs
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// EFortAILODLevel inForcedAILODValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ForceAILODs(EFortAILODLevel inForcedAILODValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceAILODs");
|
|
|
|
Params::FortCheatManager_ForceAILODs Parms{};
|
|
|
|
Parms.inForcedAILODValue = inForcedAILODValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceHeroType
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& HeroPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ForceHeroType(const class FString& HeroPersistentName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceHeroType");
|
|
|
|
Params::FortCheatManager_ForceHeroType Parms{};
|
|
|
|
Parms.HeroPersistentName = std::move(HeroPersistentName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceNakedOutfit
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ForceNakedOutfit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceNakedOutfit");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceSaveMissionStateAndWorld
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ForceSaveMissionStateAndWorld(const class FString& SaveFilename)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceSaveMissionStateAndWorld");
|
|
|
|
Params::FortCheatManager_ForceSaveMissionStateAndWorld Parms{};
|
|
|
|
Parms.SaveFilename = std::move(SaveFilename);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceSaveWorld
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SaveFilename (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ForceSaveWorld(const class FString& SaveFilename)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceSaveWorld");
|
|
|
|
Params::FortCheatManager_ForceSaveWorld Parms{};
|
|
|
|
Parms.SaveFilename = std::move(SaveFilename);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceSetHeroRemoteCharacter
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 PartyMemberIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ForceSetHeroRemoteCharacter(int32 PartyMemberIndex, bool bEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceSetHeroRemoteCharacter");
|
|
|
|
Params::FortCheatManager_ForceSetHeroRemoteCharacter Parms{};
|
|
|
|
Parms.PartyMemberIndex = PartyMemberIndex;
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ForceShowScoreboard
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ForceShowScoreboard()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ForceShowScoreboard");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GeneratePolysInPathingRange
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GeneratePolysInPathingRange(float MaxDistance, float MinDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GeneratePolysInPathingRange");
|
|
|
|
Params::FortCheatManager_GeneratePolysInPathingRange Parms{};
|
|
|
|
Parms.MaxDistance = MaxDistance;
|
|
Parms.MinDistance = MinDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetAllReplStats
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GetAllReplStats()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetAllReplStats");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetFocusedMissionInfo
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GetFocusedMissionInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetFocusedMissionInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetGameStat
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GetGameStat(const class FString& StatName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetGameStat");
|
|
|
|
Params::FortCheatManager_GetGameStat Parms{};
|
|
|
|
Parms.StatName = std::move(StatName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetReplStat
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GetReplStat(EFortReplicatedStat Stat)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetReplStat");
|
|
|
|
Params::FortCheatManager_GetReplStat Parms{};
|
|
|
|
Parms.Stat = Stat;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetWorldDifficulty
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GetWorldDifficulty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetWorldDifficulty");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetWorldLevel
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GetWorldLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetWorldLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetWorldLockStatus
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GetWorldLockStatus(const class FString& WUID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetWorldLockStatus");
|
|
|
|
Params::FortCheatManager_GetWorldLockStatus Parms{};
|
|
|
|
Parms.WUID = std::move(WUID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GetWTFRotations
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GetWTFRotations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GetWTFRotations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllConsumables
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveAllConsumables(int32 NumItems)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllConsumables");
|
|
|
|
Params::FortCheatManager_GiveAllConsumables Parms{};
|
|
|
|
Parms.NumItems = NumItems;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllDecorations
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllDecorations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllDecorations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllIngredients
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumIngredients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveAllIngredients(int32 NumIngredients)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllIngredients");
|
|
|
|
Params::FortCheatManager_GiveAllIngredients Parms{};
|
|
|
|
Parms.NumIngredients = NumIngredients;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllMelee
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllMelee()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllMelee");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllPistols
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllPistols()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllPistols");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllRifles
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllRifles()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllRifles");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllShotguns
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllShotguns()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllShotguns");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllTraps
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumItems (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveAllTraps(int32 NumItems)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllTraps");
|
|
|
|
Params::FortCheatManager_GiveAllTraps Parms{};
|
|
|
|
Parms.NumItems = NumItems;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAllWeapons
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveAllWeapons()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAllWeapons");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveAmmo
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& AmmoNameAndAmmount (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveAmmo(const class FString& AmmoNameAndAmmount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveAmmo");
|
|
|
|
Params::FortCheatManager_GiveAmmo Parms{};
|
|
|
|
Parms.AmmoNameAndAmmount = std::move(AmmoNameAndAmmount);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveBluGlo
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveBluGlo(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveBluGlo");
|
|
|
|
Params::FortCheatManager_GiveBluGlo Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveCheatInventory
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveCheatInventory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveCheatInventory");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveFakeBuildingGameplayEffect
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& BuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveFakeBuildingGameplayEffect(const class FString& BuildingTemplateId, int32 Level)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveFakeBuildingGameplayEffect");
|
|
|
|
Params::FortCheatManager_GiveFakeBuildingGameplayEffect Parms{};
|
|
|
|
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
|
|
Parms.Level = Level;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveGadget
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveGadget(const class FString& GadgetName, int32 ItemLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveGadget");
|
|
|
|
Params::FortCheatManager_GiveGadget Parms{};
|
|
|
|
Parms.GadgetName = std::move(GadgetName);
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveGadgets
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& GadgetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveGadgets(const class FString& GadgetName, int32 Quantity, int32 ItemLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveGadgets");
|
|
|
|
Params::FortCheatManager_GiveGadgets Parms{};
|
|
|
|
Parms.GadgetName = std::move(GadgetName);
|
|
Parms.Quantity = Quantity;
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveGoodWeapons
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::GiveGoodWeapons()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveGoodWeapons");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveHeroSpecialization
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SpecializationName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveHeroSpecialization(const class FString& SpecializationName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveHeroSpecialization");
|
|
|
|
Params::FortCheatManager_GiveHeroSpecialization Parms{};
|
|
|
|
Parms.SpecializationName = std::move(SpecializationName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveMetal
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveMetal(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveMetal");
|
|
|
|
Params::FortCheatManager_GiveMetal Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveResources
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveResources(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveResources");
|
|
|
|
Params::FortCheatManager_GiveResources Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveSBA
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& StrategicBuildingName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveSBA(const class FString& StrategicBuildingName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveSBA");
|
|
|
|
Params::FortCheatManager_GiveSBA Parms{};
|
|
|
|
Parms.StrategicBuildingName = std::move(StrategicBuildingName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveSpecificItem
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ItemPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveSpecificItem(const class FString& ItemPath, int32 ItemLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveSpecificItem");
|
|
|
|
Params::FortCheatManager_GiveSpecificItem Parms{};
|
|
|
|
Parms.ItemPath = std::move(ItemPath);
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveStone
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveStone(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveStone");
|
|
|
|
Params::FortCheatManager_GiveStone Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveTrap
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& TrapName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveTrap(const class FString& TrapName, int32 RequestedLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveTrap");
|
|
|
|
Params::FortCheatManager_GiveTrap Parms{};
|
|
|
|
Parms.TrapName = std::move(TrapName);
|
|
Parms.RequestedLevel = RequestedLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveUsefulThings
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumOfUsefulThings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveUsefulThings(int32 NumOfUsefulThings)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveUsefulThings");
|
|
|
|
Params::FortCheatManager_GiveUsefulThings Parms{};
|
|
|
|
Parms.NumOfUsefulThings = NumOfUsefulThings;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveWeapon
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& WeaponName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 RequestedLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveWeapon(const class FString& WeaponName, int32 RequestedLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveWeapon");
|
|
|
|
Params::FortCheatManager_GiveWeapon Parms{};
|
|
|
|
Parms.WeaponName = std::move(WeaponName);
|
|
Parms.RequestedLevel = RequestedLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveWeapons
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveWeapons(class FName Tag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveWeapons");
|
|
|
|
Params::FortCheatManager_GiveWeapons Parms{};
|
|
|
|
Parms.Tag = Tag;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.GiveWood
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::GiveWood(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "GiveWood");
|
|
|
|
Params::FortCheatManager_GiveWood Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.KillPawns
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// TSubclassOf<class AFortPawn> aClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::KillPawns(TSubclassOf<class AFortPawn> aClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "KillPawns");
|
|
|
|
Params::FortCheatManager_KillPawns Parms{};
|
|
|
|
Parms.aClass = aClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListActiveEncounters
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListActiveEncounters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListActiveEncounters");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListAIUtilities
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListAIUtilities()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListAIUtilities");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListAmmo
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListAmmo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListAmmo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListBannedPlayers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListBannedPlayers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListBannedPlayers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListCheats
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListCheats()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListCheats");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListDecorations
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListDecorations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListDecorations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListEmotes
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListEmotes()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListEmotes");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListEnemyMutators
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListEnemyMutators()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListEnemyMutators");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListMissionGenerators
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListMissionGenerators()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListMissionGenerators");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListMissions
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListMissions()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListMissions");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListSpawnGroups
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ListSpawnGroups()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListSpawnGroups");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.LoadMission
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::LoadMission(const class FString& MissionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "LoadMission");
|
|
|
|
Params::FortCheatManager_LoadMission Parms{};
|
|
|
|
Parms.MissionName = std::move(MissionName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.LoadMissionGenerator
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& GeneratorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::LoadMissionGenerator(const class FString& GeneratorName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "LoadMissionGenerator");
|
|
|
|
Params::FortCheatManager_LoadMissionGenerator Parms{};
|
|
|
|
Parms.GeneratorName = std::move(GeneratorName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpApplyAlteration
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& Schematic (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Alteration (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpApplyAlteration(const class FString& Schematic, const class FString& Alteration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpApplyAlteration");
|
|
|
|
Params::FortCheatManager_McpApplyAlteration Parms{};
|
|
|
|
Parms.Schematic = std::move(Schematic);
|
|
Parms.Alteration = std::move(Alteration);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpCheat
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpCheat()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpCheat");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpCompleteCurrentPrimaryMission
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpCompleteCurrentPrimaryMission(int32 NumMissionPoints)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpCompleteCurrentPrimaryMission");
|
|
|
|
Params::FortCheatManager_McpCompleteCurrentPrimaryMission Parms{};
|
|
|
|
Parms.NumMissionPoints = NumMissionPoints;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpCompleteHexMission
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpCompleteHexMission()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpCompleteHexMission");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpEarnScore
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 ScoreAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpEarnScore(int32 ScoreAmount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpEarnScore");
|
|
|
|
Params::FortCheatManager_McpEarnScore Parms{};
|
|
|
|
Parms.ScoreAmount = ScoreAmount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpEquipCharCosmetic
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 CosmeticType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpEquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 CosmeticType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpEquipCharCosmetic");
|
|
|
|
Params::FortCheatManager_McpEquipCharCosmetic Parms{};
|
|
|
|
Parms.CharacterId = std::move(CharacterId);
|
|
Parms.CosmeticId = std::move(CosmeticId);
|
|
Parms.CosmeticType = CosmeticType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetCachedPersistence
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetCachedPersistence()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetCachedPersistence");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetCurrencyAmount
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetCurrencyAmount()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetCurrencyAmount");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetHexMission
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetHexMission()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetHexMission");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetPersonnelXP
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetPersonnelXP()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetPersonnelXP");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetSchematicXP
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetSchematicXP()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetSchematicXP");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGetVersion
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGetVersion()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGetVersion");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGrantAllSchematics
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpGrantAllSchematics()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGrantAllSchematics");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGrantCurrency
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpGrantCurrency(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGrantCurrency");
|
|
|
|
Params::FortCheatManager_McpGrantCurrency Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGrantItem
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpGrantItem(const class FString& ItemId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGrantItem");
|
|
|
|
Params::FortCheatManager_McpGrantItem Parms{};
|
|
|
|
Parms.ItemId = std::move(ItemId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGrantPersonnelXP
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpGrantPersonnelXP(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGrantPersonnelXP");
|
|
|
|
Params::FortCheatManager_McpGrantPersonnelXP Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpGrantSchematicXP
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpGrantSchematicXP(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpGrantSchematicXP");
|
|
|
|
Params::FortCheatManager_McpGrantSchematicXP Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHeroAssignToBuilding
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpHeroAssignToBuilding(const class FString& HeroName, const class FString& BuildingType, int32 SlotIdx)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHeroAssignToBuilding");
|
|
|
|
Params::FortCheatManager_McpHeroAssignToBuilding Parms{};
|
|
|
|
Parms.HeroName = std::move(HeroName);
|
|
Parms.BuildingType = std::move(BuildingType);
|
|
Parms.SlotIdx = SlotIdx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHeroCreate
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& HeroType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Name_0 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpHeroCreate(const class FString& HeroType, const class FString& Name_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHeroCreate");
|
|
|
|
Params::FortCheatManager_McpHeroCreate Parms{};
|
|
|
|
Parms.HeroType = std::move(HeroType);
|
|
Parms.Name_0 = std::move(Name_0);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHeroDelete
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpHeroDelete(const class FString& HeroName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHeroDelete");
|
|
|
|
Params::FortCheatManager_McpHeroDelete Parms{};
|
|
|
|
Parms.HeroName = std::move(HeroName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHeroRename
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& OldHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpHeroRename(const class FString& OldHeroName, const class FString& NewHeroName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHeroRename");
|
|
|
|
Params::FortCheatManager_McpHeroRename Parms{};
|
|
|
|
Parms.OldHeroName = std::move(OldHeroName);
|
|
Parms.NewHeroName = std::move(NewHeroName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHostGetAllPlayerCachedPersistence
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpHostGetAllPlayerCachedPersistence()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHostGetAllPlayerCachedPersistence");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHostGetPlayers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpHostGetPlayers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHostGetPlayers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpHostGrantAllPlayersSchematic
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SchematicId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpHostGrantAllPlayersSchematic(const class FString& SchematicId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpHostGrantAllPlayersSchematic");
|
|
|
|
Params::FortCheatManager_McpHostGrantAllPlayersSchematic Parms{};
|
|
|
|
Parms.SchematicId = std::move(SchematicId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpLogout
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpLogout()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpLogout");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpOpenCardPack
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpOpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpOpenCardPack");
|
|
|
|
Params::FortCheatManager_McpOpenCardPack Parms{};
|
|
|
|
Parms.CardPackItemId = std::move(CardPackItemId);
|
|
Parms.SelectionIdx = SelectionIdx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpRecycleItem
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ItemToRecycle (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpRecycleItem(const class FString& ItemToRecycle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpRecycleItem");
|
|
|
|
Params::FortCheatManager_McpRecycleItem Parms{};
|
|
|
|
Parms.ItemToRecycle = std::move(ItemToRecycle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpRedeemPurchases
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpRedeemPurchases()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpRedeemPurchases");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpRefreshCatalog
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpRefreshCatalog()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpRefreshCatalog");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpRefreshProfile
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpRefreshProfile()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpRefreshProfile");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpResetPersistence
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::McpResetPersistence()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpResetPersistence");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.McpUpgradeItem
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ItemToUpgrade (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::McpUpgradeItem(const class FString& ItemToUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "McpUpgradeItem");
|
|
|
|
Params::FortCheatManager_McpUpgradeItem Parms{};
|
|
|
|
Parms.ItemToUpgrade = std::move(ItemToUpgrade);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MissionForceFailure
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MissionForceFailure(const class FString& MissionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MissionForceFailure");
|
|
|
|
Params::FortCheatManager_MissionForceFailure Parms{};
|
|
|
|
Parms.MissionName = std::move(MissionName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MissionForcePrimarySuccess
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::MissionForcePrimarySuccess()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MissionForcePrimarySuccess");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MissionForceSuccess
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MissionForceSuccess(const class FString& MissionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MissionForceSuccess");
|
|
|
|
Params::FortCheatManager_MissionForceSuccess Parms{};
|
|
|
|
Parms.MissionName = std::move(MissionName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ModItemDurability
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ModItemDurability(float InValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ModItemDurability");
|
|
|
|
Params::FortCheatManager_ModItemDurability Parms{};
|
|
|
|
Parms.InValue = InValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortAddHeroSlot
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::MyFortAddHeroSlot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortAddHeroSlot");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortAddWorker
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::MyFortAddWorker()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortAddWorker");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortCollectAccumulatedResources
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortCollectAccumulatedResources(EFortPersistentResources ResourceType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortCollectAccumulatedResources");
|
|
|
|
Params::FortCheatManager_MyFortCollectAccumulatedResources Parms{};
|
|
|
|
Parms.ResourceType = ResourceType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortConsumeAllResources
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortConsumeAllResources(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortConsumeAllResources");
|
|
|
|
Params::FortCheatManager_MyFortConsumeAllResources Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortConsumeResources
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortConsumeResources(int32 Amount, EFortPersistentResources ResourceType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortConsumeResources");
|
|
|
|
Params::FortCheatManager_MyFortConsumeResources Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
Parms.ResourceType = ResourceType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortFillWarehouse
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// EFortPersistentResources ResourceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortFillWarehouse(EFortPersistentResources ResourceType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortFillWarehouse");
|
|
|
|
Params::FortCheatManager_MyFortFillWarehouse Parms{};
|
|
|
|
Parms.ResourceType = ResourceType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortGrantAllResources
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortGrantAllResources(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortGrantAllResources");
|
|
|
|
Params::FortCheatManager_MyFortGrantAllResources Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortRequestUpdate
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::MyFortRequestUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortRequestUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortSetChecksDisabled
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortSetChecksDisabled(bool bSet)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortSetChecksDisabled");
|
|
|
|
Params::FortCheatManager_MyFortSetChecksDisabled Parms{};
|
|
|
|
Parms.bSet = bSet;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortTestDefaultHeroId
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::MyFortTestDefaultHeroId()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortTestDefaultHeroId");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortTestLastRatings
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LastMaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LastMaxRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortTestLastRatings(const class FString& BuildingId, int32 LastMaxLevel, int32 LastMaxRating)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortTestLastRatings");
|
|
|
|
Params::FortCheatManager_MyFortTestLastRatings Parms{};
|
|
|
|
Parms.BuildingId = std::move(BuildingId);
|
|
Parms.LastMaxLevel = LastMaxLevel;
|
|
Parms.LastMaxRating = LastMaxRating;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyFortUpgradeBuilding
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyFortUpgradeBuilding(const class FString& BuildingId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyFortUpgradeBuilding");
|
|
|
|
Params::FortCheatManager_MyFortUpgradeBuilding Parms{};
|
|
|
|
Parms.BuildingId = std::move(BuildingId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyTownToggleBetweenKeepAndManor
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bNowShowKeep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyTownToggleBetweenKeepAndManor(bool bNowShowKeep)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyTownToggleBetweenKeepAndManor");
|
|
|
|
Params::FortCheatManager_MyTownToggleBetweenKeepAndManor Parms{};
|
|
|
|
Parms.bNowShowKeep = bNowShowKeep;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.MyTownToggleFriendsHomeBase
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& FriendsAccountId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& FriendsName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::MyTownToggleFriendsHomeBase(const class FString& FriendsAccountId, const class FString& FriendsName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "MyTownToggleFriendsHomeBase");
|
|
|
|
Params::FortCheatManager_MyTownToggleFriendsHomeBase Parms{};
|
|
|
|
Parms.FriendsAccountId = std::move(FriendsAccountId);
|
|
Parms.FriendsName = std::move(FriendsName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.OpenClassSelectScreen
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::OpenClassSelectScreen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "OpenClassSelectScreen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.PrintShotReport
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::PrintShotReport()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "PrintShotReport");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.PrintTileWorld
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::PrintTileWorld()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "PrintTileWorld");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.RefreshTheaters
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::RefreshTheaters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "RefreshTheaters");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.RegenerateZoneMissions
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::RegenerateZoneMissions(bool bUseNewMissionGeneration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissions");
|
|
|
|
Params::FortCheatManager_RegenerateZoneMissions Parms{};
|
|
|
|
Parms.bUseNewMissionGeneration = bUseNewMissionGeneration;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.RegenerateZoneMissionsWithDifficultyLevel
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bUseNewMissionGeneration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float DifficultyLevelOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::RegenerateZoneMissionsWithDifficultyLevel(bool bUseNewMissionGeneration, float DifficultyLevelOverride)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissionsWithDifficultyLevel");
|
|
|
|
Params::FortCheatManager_RegenerateZoneMissionsWithDifficultyLevel Parms{};
|
|
|
|
Parms.bUseNewMissionGeneration = bUseNewMissionGeneration;
|
|
Parms.DifficultyLevelOverride = DifficultyLevelOverride;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ReInitHUD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ReInitHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ReInitHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ReloadUI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ReloadUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ReloadUI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ReloadUMG
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ReloadUMG()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ReloadUMG");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ReRandomizeTiles
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ReRandomizeTiles()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ReRandomizeTiles");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ResetEncounterWave
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ResetEncounterWave()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ResetEncounterWave");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ResetMaxAITracking
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ResetMaxAITracking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ResetMaxAITracking");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.RunMonteCarlo
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& TileGroup (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumIterations (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::RunMonteCarlo(int32 X, int32 Y, const class FString& TileGroup, int32 NumIterations)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "RunMonteCarlo");
|
|
|
|
Params::FortCheatManager_RunMonteCarlo Parms{};
|
|
|
|
Parms.X = X;
|
|
Parms.Y = Y;
|
|
Parms.TileGroup = std::move(TileGroup);
|
|
Parms.NumIterations = NumIterations;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SendCheatNotifications
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumOfNotifications (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SendCheatNotifications(int32 NumOfNotifications)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SendCheatNotifications");
|
|
|
|
Params::FortCheatManager_SendCheatNotifications Parms{};
|
|
|
|
Parms.NumOfNotifications = NumOfNotifications;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SendMissionEvent
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& MissionEventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SendMissionEvent(const class FString& MissionEventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SendMissionEvent");
|
|
|
|
Params::FortCheatManager_SendMissionEvent Parms{};
|
|
|
|
Parms.MissionEventName = std::move(MissionEventName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SendQuestEvent
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TargetTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName SourceTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName ContextTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SendQuestEvent(class FName Type, class FName TargetTag, class FName SourceTag, class FName ContextTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SendQuestEvent");
|
|
|
|
Params::FortCheatManager_SendQuestEvent Parms{};
|
|
|
|
Parms.Type = Type;
|
|
Parms.TargetTag = TargetTag;
|
|
Parms.SourceTag = SourceTag;
|
|
Parms.ContextTag = ContextTag;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetActionMappingEnabled
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Action (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetActionMappingEnabled(class FName Action, bool bEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetActionMappingEnabled");
|
|
|
|
Params::FortCheatManager_SetActionMappingEnabled Parms{};
|
|
|
|
Parms.Action = Action;
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetAimMode
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// uint32 Mode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetAimMode(uint32 Mode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetAimMode");
|
|
|
|
Params::FortCheatManager_SetAimMode Parms{};
|
|
|
|
Parms.Mode = Mode;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetBaseScaleLevelOverride
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float BaseScaleLevelOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetBaseScaleLevelOverride(float BaseScaleLevelOverrideValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetBaseScaleLevelOverride");
|
|
|
|
Params::FortCheatManager_SetBaseScaleLevelOverride Parms{};
|
|
|
|
Parms.BaseScaleLevelOverrideValue = BaseScaleLevelOverrideValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetBTProbability
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float Propability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetBTProbability(float Propability)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetBTProbability");
|
|
|
|
Params::FortCheatManager_SetBTProbability Parms{};
|
|
|
|
Parms.Propability = Propability;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatHeight
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// float NewHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetBuildAnimCheatHeight(float NewHeight)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatHeight");
|
|
|
|
Params::FortCheatManager_SetBuildAnimCheatHeight Parms{};
|
|
|
|
Parms.NewHeight = NewHeight;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatSpeedMultiplier
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// float NewMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetBuildAnimCheatSpeedMultiplier(float NewMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatSpeedMultiplier");
|
|
|
|
Params::FortCheatManager_SetBuildAnimCheatSpeedMultiplier Parms{};
|
|
|
|
Parms.NewMultiplier = NewMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetBuildAnimCheatStartDelay
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// float MaxRandDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetBuildAnimCheatStartDelay(float MaxRandDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetBuildAnimCheatStartDelay");
|
|
|
|
Params::FortCheatManager_SetBuildAnimCheatStartDelay Parms{};
|
|
|
|
Parms.MaxRandDelay = MaxRandDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCameraDistanceMultiplier
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float XMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float YMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ZMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCameraDistanceMultiplier(float XMultiplier, float YMultiplier, float ZMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCameraDistanceMultiplier");
|
|
|
|
Params::FortCheatManager_SetCameraDistanceMultiplier Parms{};
|
|
|
|
Parms.XMultiplier = XMultiplier;
|
|
Parms.YMultiplier = YMultiplier;
|
|
Parms.ZMultiplier = ZMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCameraFOVMultiplier
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float Multiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCameraFOVMultiplier(float Multiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCameraFOVMultiplier");
|
|
|
|
Params::FortCheatManager_SetCameraFOVMultiplier Parms{};
|
|
|
|
Parms.Multiplier = Multiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCameraPrototype
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName ProtoName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCameraPrototype(class FName ProtoName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCameraPrototype");
|
|
|
|
Params::FortCheatManager_SetCameraPrototype Parms{};
|
|
|
|
Parms.ProtoName = ProtoName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCapturePercentage
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float NewCapturePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCapturePercentage(float NewCapturePercentage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCapturePercentage");
|
|
|
|
Params::FortCheatManager_SetCapturePercentage Parms{};
|
|
|
|
Parms.NewCapturePercentage = NewCapturePercentage;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCombatGraphHistoryLength
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCombatGraphHistoryLength(int32 Seconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCombatGraphHistoryLength");
|
|
|
|
Params::FortCheatManager_SetCombatGraphHistoryLength Parms{};
|
|
|
|
Parms.Seconds = Seconds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCullValues
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float DefaultCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float DefaultCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MinCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MinCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxCullObjectSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxCullDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCullValues(float DefaultCullObjectSize, float DefaultCullDistance, float MinCullObjectSize, float MinCullDistance, float MaxCullObjectSize, float MaxCullDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCullValues");
|
|
|
|
Params::FortCheatManager_SetCullValues Parms{};
|
|
|
|
Parms.DefaultCullObjectSize = DefaultCullObjectSize;
|
|
Parms.DefaultCullDistance = DefaultCullDistance;
|
|
Parms.MinCullObjectSize = MinCullObjectSize;
|
|
Parms.MinCullDistance = MinCullDistance;
|
|
Parms.MaxCullObjectSize = MaxCullObjectSize;
|
|
Parms.MaxCullDistance = MaxCullDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetCurrentEncounterToDebug
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 EncounterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetCurrentEncounterToDebug(int32 EncounterIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetCurrentEncounterToDebug");
|
|
|
|
Params::FortCheatManager_SetCurrentEncounterToDebug Parms{};
|
|
|
|
Parms.EncounterIndex = EncounterIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterDirections
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const TArray<EFortEncounterDirection>& Directions (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterDirections(const TArray<EFortEncounterDirection>& Directions)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterDirections");
|
|
|
|
Params::FortCheatManager_SetEncounterDirections Parms{};
|
|
|
|
Parms.Directions = std::move(Directions);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterGraphsHistoryLength
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterGraphsHistoryLength(int32 Seconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterGraphsHistoryLength");
|
|
|
|
Params::FortCheatManager_SetEncounterGraphsHistoryLength Parms{};
|
|
|
|
Parms.Seconds = Seconds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterSimulatedNumberOfPlayers
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumPlayers (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterSimulatedNumberOfPlayers(int32 NumPlayers)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterSimulatedNumberOfPlayers");
|
|
|
|
Params::FortCheatManager_SetEncounterSimulatedNumberOfPlayers Parms{};
|
|
|
|
Parms.NumPlayers = NumPlayers;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCap
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 SpawnPointsCap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterSpawnPointsCap(int32 SpawnPointsCap)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCap");
|
|
|
|
Params::FortCheatManager_SetEncounterSpawnPointsCap Parms{};
|
|
|
|
Parms.SpawnPointsCap = SpawnPointsCap;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCurve
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& CurveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterSpawnPointsCurve(const class FString& CurveName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCurve");
|
|
|
|
Params::FortCheatManager_SetEncounterSpawnPointsCurve Parms{};
|
|
|
|
Parms.CurveName = std::move(CurveName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetEncounterTopUtilityPercentages
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& UtilitiesAndPercentages (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetEncounterTopUtilityPercentages(const class FString& UtilitiesAndPercentages)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetEncounterTopUtilityPercentages");
|
|
|
|
Params::FortCheatManager_SetEncounterTopUtilityPercentages Parms{};
|
|
|
|
Parms.UtilitiesAndPercentages = std::move(UtilitiesAndPercentages);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetGameDifficultyOverride
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float GameDifficultyOverrideValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetGameDifficultyOverride(float GameDifficultyOverrideValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetGameDifficultyOverride");
|
|
|
|
Params::FortCheatManager_SetGameDifficultyOverride Parms{};
|
|
|
|
Parms.GameDifficultyOverrideValue = GameDifficultyOverrideValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetGameStat
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& StatName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetGameStat(const class FString& StatName, int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetGameStat");
|
|
|
|
Params::FortCheatManager_SetGameStat Parms{};
|
|
|
|
Parms.StatName = std::move(StatName);
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetHealthPercent
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetHealthPercent(float Percent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetHealthPercent");
|
|
|
|
Params::FortCheatManager_SetHealthPercent Parms{};
|
|
|
|
Parms.Percent = Percent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetInteractExtent
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float Extent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetInteractExtent(float Extent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetInteractExtent");
|
|
|
|
Params::FortCheatManager_SetInteractExtent Parms{};
|
|
|
|
Parms.Extent = Extent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetInteractionDistances
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float InteractionDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InteractionHighlightDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetInteractionDistances(float InteractionDistance, float InteractionHighlightDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetInteractionDistances");
|
|
|
|
Params::FortCheatManager_SetInteractionDistances Parms{};
|
|
|
|
Parms.InteractionDistance = InteractionDistance;
|
|
Parms.InteractionHighlightDistance = InteractionHighlightDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetJumpStaminaCost
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName ModeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetJumpStaminaCost(class FName ModeName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetJumpStaminaCost");
|
|
|
|
Params::FortCheatManager_SetJumpStaminaCost Parms{};
|
|
|
|
Parms.ModeName = ModeName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetMaxClouds
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 MaxClouds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetMaxClouds(int32 MaxClouds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetMaxClouds");
|
|
|
|
Params::FortCheatManager_SetMaxClouds Parms{};
|
|
|
|
Parms.MaxClouds = MaxClouds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetPvPRoundTime
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 CriticalThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetPvPRoundTime(int32 NumSeconds, int32 CriticalThreshold)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetPvPRoundTime");
|
|
|
|
Params::FortCheatManager_SetPvPRoundTime Parms{};
|
|
|
|
Parms.NumSeconds = NumSeconds;
|
|
Parms.CriticalThreshold = CriticalThreshold;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetPvPStalemateTime
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NumSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetPvPStalemateTime(int32 NumSeconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetPvPStalemateTime");
|
|
|
|
Params::FortCheatManager_SetPvPStalemateTime Parms{};
|
|
|
|
Parms.NumSeconds = NumSeconds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetReplStat
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// EFortReplicatedStat Stat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Amount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetReplStat(EFortReplicatedStat Stat, int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetReplStat");
|
|
|
|
Params::FortCheatManager_SetReplStat Parms{};
|
|
|
|
Parms.Stat = Stat;
|
|
Parms.Amount = Amount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetRespawnTimerOverride
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float TimeUntilRespawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetRespawnTimerOverride(float TimeUntilRespawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetRespawnTimerOverride");
|
|
|
|
Params::FortCheatManager_SetRespawnTimerOverride Parms{};
|
|
|
|
Parms.TimeUntilRespawn = TimeUntilRespawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetWorldDaysElapsed
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float days (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetWorldDaysElapsed(float days)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetWorldDaysElapsed");
|
|
|
|
Params::FortCheatManager_SetWorldDaysElapsed Parms{};
|
|
|
|
Parms.days = days;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SetWorldLevel
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SetWorldLevel(float Level)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SetWorldLevel");
|
|
|
|
Params::FortCheatManager_SetWorldLevel Parms{};
|
|
|
|
Parms.Level = Level;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SimulateLoot
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FName TierGroup (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SimulateLoot(const class FName TierGroup, int32 LootTier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SimulateLoot");
|
|
|
|
Params::FortCheatManager_SimulateLoot Parms{};
|
|
|
|
Parms.TierGroup = TierGroup;
|
|
Parms.LootTier = LootTier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SimulateLootDrops
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::SimulateLootDrops()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SimulateLootDrops");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SpawnAIGroup
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SpawnAIGroup(const class FString& SpawnGroupName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroup");
|
|
|
|
Params::FortCheatManager_SpawnAIGroup Parms{};
|
|
|
|
Parms.SpawnGroupName = std::move(SpawnGroupName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SpawnAIGroupFromExternalSpawner
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SpawnAIGroupFromExternalSpawner(const class FString& SpawnGroupName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupFromExternalSpawner");
|
|
|
|
Params::FortCheatManager_SpawnAIGroupFromExternalSpawner Parms{};
|
|
|
|
Parms.SpawnGroupName = std::move(SpawnGroupName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SpawnAIGroupWithMutator
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& SpawnGroupName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MutatorName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 DummyInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SpawnAIGroupWithMutator(const class FString& SpawnGroupName, const class FString& MutatorName, int32 DummyInt)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupWithMutator");
|
|
|
|
Params::FortCheatManager_SpawnAIGroupWithMutator Parms{};
|
|
|
|
Parms.SpawnGroupName = std::move(SpawnGroupName);
|
|
Parms.MutatorName = std::move(MutatorName);
|
|
Parms.DummyInt = DummyInt;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SpawnGuardians
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::SpawnGuardians()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SpawnGuardians");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SpawnPawn
|
|
// (Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& PawnType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPawn* UFortCheatManager::SpawnPawn(const class FString& PawnType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SpawnPawn");
|
|
|
|
Params::FortCheatManager_SpawnPawn Parms{};
|
|
|
|
Parms.PawnType = std::move(PawnType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.StopDummyDebugEncounter
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::StopDummyDebugEncounter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "StopDummyDebugEncounter");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SwitchHeroToClass
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& NewHeroID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::SwitchHeroToClass(const class FString& NewHeroID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SwitchHeroToClass");
|
|
|
|
Params::FortCheatManager_SwitchHeroToClass Parms{};
|
|
|
|
Parms.NewHeroID = std::move(NewHeroID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.SwitchTeam
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::SwitchTeam()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "SwitchTeam");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TeleportToActor
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ClassOrInstanceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TeleportToActor(const class FString& ClassOrInstanceName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TeleportToActor");
|
|
|
|
Params::FortCheatManager_TeleportToActor Parms{};
|
|
|
|
Parms.ClassOrInstanceName = std::move(ClassOrInstanceName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TeleportToLocation
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Z (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TeleportToLocation(float X, float Y, float Z)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TeleportToLocation");
|
|
|
|
Params::FortCheatManager_TeleportToLocation Parms{};
|
|
|
|
Parms.X = X;
|
|
Parms.Y = Y;
|
|
Parms.Z = Z;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TeleportToMissionActor
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TeleportToMissionActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TeleportToMissionActor");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestCancelLobby
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestCancelLobby()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestCancelLobby");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestChangePartyPrivacy
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bPrivate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestChangePartyPrivacy(bool bPrivate, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestChangePartyPrivacy");
|
|
|
|
Params::FortCheatManager_TestChangePartyPrivacy Parms{};
|
|
|
|
Parms.bPrivate = bPrivate;
|
|
Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
|
|
Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestChangePartySize
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// int32 NewSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestChangePartySize(int32 NewSize)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestChangePartySize");
|
|
|
|
Params::FortCheatManager_TestChangePartySize Parms{};
|
|
|
|
Parms.NewSize = NewSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestDisconnect
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestDisconnect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestDisconnect");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestFogLoad
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestFogLoad()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestFogLoad");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestFogReplicate
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestFogReplicate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestFogReplicate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestFogSave
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestFogSave()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestFogSave");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestJoin
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestJoin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestJoin");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestKnockback
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestKnockback(float KnockbackMagnitude, float KnockbackZAngle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestKnockback");
|
|
|
|
Params::FortCheatManager_TestKnockback Parms{};
|
|
|
|
Parms.KnockbackMagnitude = KnockbackMagnitude;
|
|
Parms.KnockbackZAngle = KnockbackZAngle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestLeaveGame
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestLeaveGame()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestLeaveGame");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestLockWorld
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& WUID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestLockWorld(const class FString& WUID, bool bLock)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestLockWorld");
|
|
|
|
Params::FortCheatManager_TestLockWorld Parms{};
|
|
|
|
Parms.WUID = std::move(WUID);
|
|
Parms.bLock = bLock;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestOutpostUI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TestOutpostUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestOutpostUI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestSetOutpostDefenseActive
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestSetOutpostDefenseActive(bool bActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestSetOutpostDefenseActive");
|
|
|
|
Params::FortCheatManager_TestSetOutpostDefenseActive Parms{};
|
|
|
|
Parms.bActive = bActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestStun
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// float StunStime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestStun(float StunStime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestStun");
|
|
|
|
Params::FortCheatManager_TestStun Parms{};
|
|
|
|
Parms.StunStime = StunStime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TestUpgradeOutpostItem
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& ItemTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TestUpgradeOutpostItem(const class FString& ItemTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TestUpgradeOutpostItem");
|
|
|
|
Params::FortCheatManager_TestUpgradeOutpostItem Parms{};
|
|
|
|
Parms.ItemTemplateId = std::move(ItemTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleAIAnim
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleAIAnim()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleAIAnim");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleAIDespawning
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleAIDespawning()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleAIDespawning");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleAIDirectorLogging
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleAIDirectorLogging()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleAIDirectorLogging");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleAISpawnCap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleAISpawnCap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleAISpawnCap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleAISpawning
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleAISpawning()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleAISpawning");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleBuildAnimCheat
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleBuildAnimCheat()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleBuildAnimCheat");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleBuildingActorsTransparency
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleBuildingActorsTransparency()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleBuildingActorsTransparency");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleCombatGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleCombatGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleCombatGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleDrawRunVariationDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleDrawRunVariationDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleDrawRunVariationDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleDrawTargetSelectionDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebugByClass
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// TSubclassOf<class AActor> TargetSelectionDebugSourceClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::ToggleDrawTargetSelectionDebugByClass(TSubclassOf<class AActor> TargetSelectionDebugSourceClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebugByClass");
|
|
|
|
Params::FortCheatManager_ToggleDrawTargetSelectionDebugByClass Parms{};
|
|
|
|
Parms.TargetSelectionDebugSourceClass = TargetSelectionDebugSourceClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleDrawTurnTransitionDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleDrawTurnTransitionDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleDrawTurnTransitionDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleEncounterEQSDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleEncounterEQSDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleEncounterEQSDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleFactorGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleFactorGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleFactorGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleFloorsOnMiniMap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleFloorsOnMiniMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleFloorsOnMiniMap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleFreezeAILOD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleFreezeAILOD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleFreezeAILOD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleGameDifficultyHUD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleGameDifficultyHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleGameDifficultyHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleIndestructibleKeep
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleIndestructibleKeep()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleIndestructibleKeep");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleInfiniteAmmo
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleInfiniteAmmo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteAmmo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleInfiniteDurability
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleInfiniteDurability()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteDurability");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleInfiniteStamina
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleInfiniteStamina()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteStamina");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleIntensityGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleIntensityGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleIntensityGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleIntensityHUD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleIntensityHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleIntensityHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleInteractTrace
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleInteractTrace()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleInteractTrace");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleInvincibleCornerstones
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleInvincibleCornerstones()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleInvincibleCornerstones");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleLogCharacterCustomization
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleLogCharacterCustomization()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleLogCharacterCustomization");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleMaxAIHUD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleMaxAIHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleMaxAIHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleNoCoolDown
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleNoCoolDown()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleNoCoolDown");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TogglePickupSpline
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TogglePickupSpline()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TogglePickupSpline");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TogglePIDContributionsGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TogglePIDContributionsGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TogglePIDContributionsGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TogglePIDValuesGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TogglePIDValuesGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TogglePIDValuesGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TogglePlayerNames
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TogglePlayerNames()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TogglePlayerNames");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleShotLogging
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleShotLogging()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleShotLogging");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleSpawnPATrolls
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleSpawnPATrolls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPATrolls");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleSpawnPointsHUD
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleSpawnPointsHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPointsHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleTreeVisibility
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleTreeVisibility()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleTreeVisibility");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleUnlimitedHealth
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleUnlimitedHealth()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleUnlimitedHealth");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleUtilitiesGraph
|
|
// (Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleUtilitiesGraph()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleUtilitiesGraph");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleVoiceDebug
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleVoiceDebug()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleVoiceDebug");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ToggleWalkOnWalls
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ToggleWalkOnWalls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ToggleWalkOnWalls");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TriggerOutOfStaminaFeedback
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TriggerOutOfStaminaFeedback()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TriggerOutOfStaminaFeedback");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialAddHidden
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TutorialAddHidden(class FName Hidden)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialAddHidden");
|
|
|
|
Params::FortCheatManager_TutorialAddHidden Parms{};
|
|
|
|
Parms.Hidden = Hidden;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialAddHighlight
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TutorialAddHighlight(class FName Highlight)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialAddHighlight");
|
|
|
|
Params::FortCheatManager_TutorialAddHighlight Parms{};
|
|
|
|
Parms.Highlight = Highlight;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialListAll
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TutorialListAll()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialListAll");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialListHidden
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TutorialListHidden()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialListHidden");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialListHighlights
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::TutorialListHighlights()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialListHighlights");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialRemoveHidden
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TutorialRemoveHidden(class FName Hidden)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHidden");
|
|
|
|
Params::FortCheatManager_TutorialRemoveHidden Parms{};
|
|
|
|
Parms.Hidden = Hidden;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.TutorialRemoveHighlight
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// class FName Highlight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::TutorialRemoveHighlight(class FName Highlight)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHighlight");
|
|
|
|
Params::FortCheatManager_TutorialRemoveHighlight Parms{};
|
|
|
|
Parms.Highlight = Highlight;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.UnbanPlayer
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortCheatManager::UnbanPlayer(const class FString& PlayerName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "UnbanPlayer");
|
|
|
|
Params::FortCheatManager_UnbanPlayer Parms{};
|
|
|
|
Parms.PlayerName = std::move(PlayerName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.UncoverMap
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::UncoverMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "UncoverMap");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.UnforceAILODs
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::UnforceAILODs()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "UnforceAILODs");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.UnlockAllZones
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::UnlockAllZones()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "UnlockAllZones");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.UpdateHomebaseGameplayEffects
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::UpdateHomebaseGameplayEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "UpdateHomebaseGameplayEffects");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ViewStuck
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::ViewStuck()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ViewStuck");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.WannaGun
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::WannaGun()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "WannaGun");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.WriteLootReport
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void UFortCheatManager::WriteLootReport()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "WriteLootReport");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListGadgets
|
|
// (Final, Exec, Native, Public, Const)
|
|
|
|
void UFortCheatManager::ListGadgets() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListGadgets");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListTraps
|
|
// (Final, Exec, Native, Public, Const)
|
|
|
|
void UFortCheatManager::ListTraps() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListTraps");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCheatManager.ListWeapons
|
|
// (Final, Exec, Native, Public, Const)
|
|
|
|
void UFortCheatManager::ListWeapons() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCheatManager", "ListWeapons");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityKit.GetDescription
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class FText> UFortAbilityKit::GetDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityKit", "GetDescription");
|
|
|
|
Params::FortAbilityKit_GetDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.CanBeDropped
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::CanBeDropped() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "CanBeDropped");
|
|
|
|
Params::FortItem_CanBeDropped Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.CanBeUnslotted
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::CanBeUnslotted() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "CanBeUnslotted");
|
|
|
|
Params::FortItem_CanBeUnslotted Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.CanBeUpgraded
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::CanBeUpgraded() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "CanBeUpgraded");
|
|
|
|
Params::FortItem_CanBeUpgraded Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.DoesMatchSearchString
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class FString& SearchString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::DoesMatchSearchString(const class FString& SearchString) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "DoesMatchSearchString");
|
|
|
|
Params::FortItem_DoesMatchSearchString Parms{};
|
|
|
|
Parms.SearchString = std::move(SearchString);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetAlterations
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortAlterationItemDefinition*> UFortItem::GetAlterations() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetAlterations");
|
|
|
|
Params::FortItem_GetAlterations Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetAlterationSlotActivationRequirement
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItem::GetAlterationSlotActivationRequirement(int32 SlotIndex) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetAlterationSlotActivationRequirement");
|
|
|
|
Params::FortItem_GetAlterationSlotActivationRequirement Parms{};
|
|
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetCoolDownPercentageRemaining
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortItem::GetCoolDownPercentageRemaining(class AFortPlayerController* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetCoolDownPercentageRemaining");
|
|
|
|
Params::FortItem_GetCoolDownPercentageRemaining Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetCoolDownTimeRemaining
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* CooldownDuration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortItem::GetCoolDownTimeRemaining(class AFortPlayerController* FortPC, float* CooldownDuration) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetCoolDownTimeRemaining");
|
|
|
|
Params::FortItem_GetCoolDownTimeRemaining Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (CooldownDuration != nullptr)
|
|
*CooldownDuration = Parms.CooldownDuration;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetDescription
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItem::GetDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetDescription");
|
|
|
|
Params::FortItem_GetDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetDisplayName
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItem::GetDisplayName() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetDisplayName");
|
|
|
|
Params::FortItem_GetDisplayName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortItem::GetDurability() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetDurability");
|
|
|
|
Params::FortItem_GetDurability Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetFilterCategory
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortInventoryFilter ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortInventoryFilter UFortItem::GetFilterCategory() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetFilterCategory");
|
|
|
|
Params::FortItem_GetFilterCategory Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetIconBrush
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FSlateBrush* IconBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItem::GetIconBrush(struct FSlateBrush* IconBrush, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetIconBrush");
|
|
|
|
Params::FortItem_GetIconBrush Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (IconBrush != nullptr)
|
|
*IconBrush = std::move(Parms.IconBrush);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetItemDefinitionBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortItemDefinition* UFortItem::GetItemDefinitionBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetItemDefinitionBP");
|
|
|
|
Params::FortItem_GetItemDefinitionBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetItemGuid
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FGuid UFortItem::GetItemGuid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetItemGuid");
|
|
|
|
Params::FortItem_GetItemGuid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetLevel");
|
|
|
|
Params::FortItem_GetLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetLoadedAmmo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetLoadedAmmo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetLoadedAmmo");
|
|
|
|
Params::FortItem_GetLoadedAmmo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetMaxLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetMaxLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetMaxLevel");
|
|
|
|
Params::FortItem_GetMaxLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetNormalizedDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortItem::GetNormalizedDurability() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetNormalizedDurability");
|
|
|
|
Params::FortItem_GetNormalizedDurability Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetNumInStack
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetNumInStack() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetNumInStack");
|
|
|
|
Params::FortItem_GetNumInStack Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetPrimaryCategory
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::GetPrimaryCategory(class FText* ItemCategoryText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetPrimaryCategory");
|
|
|
|
Params::FortItem_GetPrimaryCategory Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ItemCategoryText != nullptr)
|
|
*ItemCategoryText = std::move(Parms.ItemCategoryText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRarity
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortRarity ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortRarity UFortItem::GetRarity() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRarity");
|
|
|
|
Params::FortItem_GetRarity Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRarityColor
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor UFortItem::GetRarityColor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRarityColor");
|
|
|
|
Params::FortItem_GetRarityColor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRaritySecondaryColor
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor UFortItem::GetRaritySecondaryColor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRaritySecondaryColor");
|
|
|
|
Params::FortItem_GetRaritySecondaryColor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRarityTextShadowColor
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor UFortItem::GetRarityTextShadowColor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRarityTextShadowColor");
|
|
|
|
Params::FortItem_GetRarityTextShadowColor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRecycleValue
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetRecycleValue() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRecycleValue");
|
|
|
|
Params::FortItem_GetRecycleValue Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetRemainingAmmo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetRemainingAmmo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetRemainingAmmo");
|
|
|
|
Params::FortItem_GetRemainingAmmo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetSchematicCraftingResultBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortItemDefinition* UFortItem::GetSchematicCraftingResultBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetSchematicCraftingResultBP");
|
|
|
|
Params::FortItem_GetSchematicCraftingResultBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetSchematicResultType
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortItemType UFortItem::GetSchematicResultType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetSchematicResultType");
|
|
|
|
Params::FortItem_GetSchematicResultType Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetSearchTags
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortItem::GetSearchTags() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetSearchTags");
|
|
|
|
Params::FortItem_GetSearchTags Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetSecondaryCategory
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetSecondaryCategory");
|
|
|
|
Params::FortItem_GetSecondaryCategory Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ItemCategoryText != nullptr)
|
|
*ItemCategoryText = std::move(Parms.ItemCategoryText);
|
|
|
|
if (ItemCategoryBrush != nullptr)
|
|
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetTertiaryCategory
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetTertiaryCategory");
|
|
|
|
Params::FortItem_GetTertiaryCategory Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ItemCategoryText != nullptr)
|
|
*ItemCategoryText = std::move(Parms.ItemCategoryText);
|
|
|
|
if (ItemCategoryBrush != nullptr)
|
|
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetTier
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortItemTier ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortItemTier UFortItem::GetTier() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetTier");
|
|
|
|
Params::FortItem_GetTier Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetType
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortItemType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortItemType UFortItem::GetType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetType");
|
|
|
|
Params::FortItem_GetType Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.GetUpgradeCost
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortItem::GetUpgradeCost() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "GetUpgradeCost");
|
|
|
|
Params::FortItem_GetUpgradeCost Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.HasDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::HasDurability() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "HasDurability");
|
|
|
|
Params::FortItem_HasDurability Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsActivatable
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsActivatable(class AFortPlayerController* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsActivatable");
|
|
|
|
Params::FortItem_IsActivatable Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsAlterationSlotActive
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsAlterationSlotActive(int32 SlotIndex) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsAlterationSlotActive");
|
|
|
|
Params::FortItem_IsAlterationSlotActive Parms{};
|
|
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsEquipable
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AFortPlayerController* EquippingPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsEquipable(const class AFortPlayerController* EquippingPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsEquipable");
|
|
|
|
Params::FortItem_IsEquipable Parms{};
|
|
|
|
Parms.EquippingPC = EquippingPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsEquipped
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsEquipped() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsEquipped");
|
|
|
|
Params::FortItem_IsEquipped Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsInBackpackOverflow
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsInBackpackOverflow() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsInBackpackOverflow");
|
|
|
|
Params::FortItem_IsInBackpackOverflow Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsInStorageVault
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsInStorageVault() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsInStorageVault");
|
|
|
|
Params::FortItem_IsInStorageVault Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsSchematic
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsSchematic() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsSchematic");
|
|
|
|
Params::FortItem_IsSchematic Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItem.IsSlotted
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItem::IsSlotted() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItem", "IsSlotted");
|
|
|
|
Params::FortItem_IsSlotted Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDialogNotification.CloseTalkingHead
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortDialogNotification::CloseTalkingHead()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDialogNotification", "CloseTalkingHead");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDialogNotification.OnDialogInterrupted
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortDialogNotification::OnDialogInterrupted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDialogNotification", "OnDialogInterrupted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDialogNotification.OpenTalkingHead
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UTexture2D* Image (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& Title (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDialogNotification::OpenTalkingHead(class UTexture2D* Image, const class FText& Title)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDialogNotification", "OpenTalkingHead");
|
|
|
|
Params::FortDialogNotification_OpenTalkingHead Parms{};
|
|
|
|
Parms.Image = Image;
|
|
Parms.Title = std::move(Title);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAccountItem.HasBeenSeenLocally
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAccountItem::HasBeenSeenLocally() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAccountItem", "HasBeenSeenLocally");
|
|
|
|
Params::FortAccountItem_HasBeenSeenLocally Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorker.GetSecondaryCategory
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortWorker::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorker", "GetSecondaryCategory");
|
|
|
|
Params::FortWorker_GetSecondaryCategory Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ItemCategoryText != nullptr)
|
|
*ItemCategoryText = std::move(Parms.ItemCategoryText);
|
|
|
|
if (ItemCategoryBrush != nullptr)
|
|
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorker.GetTertiaryCategory
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText* ItemCategoryText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FSlateBrush* ItemCategoryBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EFortBrushSize BrushSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortWorker::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorker", "GetTertiaryCategory");
|
|
|
|
Params::FortWorker_GetTertiaryCategory Parms{};
|
|
|
|
Parms.BrushSize = BrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ItemCategoryText != nullptr)
|
|
*ItemCategoryText = std::move(Parms.ItemCategoryText);
|
|
|
|
if (ItemCategoryBrush != nullptr)
|
|
*ItemCategoryBrush = std::move(Parms.ItemCategoryBrush);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorker.GetWorkerTypeBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorkerType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortWorkerType* UFortWorker::GetWorkerTypeBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorker", "GetWorkerTypeBP");
|
|
|
|
Params::FortWorker_GetWorkerTypeBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHero.GetHeroTypeBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortHeroType* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortHeroType* UFortHero::GetHeroTypeBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHero", "GetHeroTypeBP");
|
|
|
|
Params::FortHero_GetHeroTypeBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingDefinitionData.GetBuildingTemplateId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UMyTownBuildingDefinitionData::GetBuildingTemplateId() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetBuildingTemplateId");
|
|
|
|
Params::MyTownBuildingDefinitionData_GetBuildingTemplateId Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingDefinitionData.GetDescription
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class FText> UMyTownBuildingDefinitionData::GetDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingDefinitionData", "GetDescription");
|
|
|
|
Params::MyTownBuildingDefinitionData_GetDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.ApplyAlteration
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAlterableItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAlterationItem* AlterationToApply (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::ApplyAlteration(class UFortAlterableItem* Item, class UFortAlterationItem* AlterationToApply)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "ApplyAlteration");
|
|
|
|
Params::FortMcpContext_ApplyAlteration Parms{};
|
|
|
|
Parms.Item = Item;
|
|
Parms.AlterationToApply = AlterationToApply;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.CancelEpicPurchasingDisplay
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMcpContext::CancelEpicPurchasingDisplay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "CancelEpicPurchasingDisplay");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.ListMtxPackages
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const TDelegate<void(const TArray<struct FMtxPackage>& Offers)>&Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::ListMtxPackages(const TDelegate<void(const TArray<struct FMtxPackage>& Offers)>& Callback)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "ListMtxPackages");
|
|
|
|
Params::FortMcpContext_ListMtxPackages Parms{};
|
|
|
|
Parms.Callback = Callback;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.MarkItemSeen
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortAccountItem* ItemToMarkSeen (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::MarkItemSeen(const class UFortAccountItem* ItemToMarkSeen)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "MarkItemSeen");
|
|
|
|
Params::FortMcpContext_MarkItemSeen Parms{};
|
|
|
|
Parms.ItemToMarkSeen = ItemToMarkSeen;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.PurchaseRealMoneyCatalogEntry
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& OfferId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TDelegate<void(bool bSuccess)>& Callback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::PurchaseRealMoneyCatalogEntry(const class FString& OfferId, const TDelegate<void(bool bSuccess)>& Callback)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "PurchaseRealMoneyCatalogEntry");
|
|
|
|
Params::FortMcpContext_PurchaseRealMoneyCatalogEntry Parms{};
|
|
|
|
Parms.OfferId = std::move(OfferId);
|
|
Parms.Callback = Callback;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.RecycleItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortItem* ItemToRecycle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::RecycleItem(const class UFortItem* ItemToRecycle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "RecycleItem");
|
|
|
|
Params::FortMcpContext_RecycleItem Parms{};
|
|
|
|
Parms.ItemToRecycle = ItemToRecycle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.RegisterForEpicPurchasingDisplay
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>&DisplayCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const TDelegate<void()>& DismissCallback (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::RegisterForEpicPurchasingDisplay(const TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>& DisplayCallback, const TDelegate<void()>& DismissCallback)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "RegisterForEpicPurchasingDisplay");
|
|
|
|
Params::FortMcpContext_RegisterForEpicPurchasingDisplay Parms{};
|
|
|
|
Parms.DisplayCallback = DisplayCallback;
|
|
Parms.DismissCallback = DismissCallback;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.UpgradeItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortItem* ItemToUpgrade (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::UpgradeItem(const class UFortItem* ItemToUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "UpgradeItem");
|
|
|
|
Params::FortMcpContext_UpgradeItem Parms{};
|
|
|
|
Parms.ItemToUpgrade = ItemToUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetAccountItemWithDefinition
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortAccountItemDefinition* AccountItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAccountItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAccountItem* UFortMcpContext::GetAccountItemWithDefinition(const class UFortAccountItemDefinition* AccountItemDefinition) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetAccountItemWithDefinition");
|
|
|
|
Params::FortMcpContext_GetAccountItemWithDefinition Parms{};
|
|
|
|
Parms.AccountItemDefinition = AccountItemDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetAllAlterations
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortAlterationItem*>* OutAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// EFortAlteration InAlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetAllAlterations(TArray<class UFortAlterationItem*>* OutAlterations, EFortAlteration InAlterationType) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetAllAlterations");
|
|
|
|
Params::FortMcpContext_GetAllAlterations Parms{};
|
|
|
|
Parms.InAlterationType = InAlterationType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutAlterations != nullptr)
|
|
*OutAlterations = std::move(Parms.OutAlterations);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetAllHeroes
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortHero*>* Result (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetAllHeroes(TArray<class UFortHero*>* Result) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetAllHeroes");
|
|
|
|
Params::FortMcpContext_GetAllHeroes Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetCurrentlyViewedAccountInfo
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortPublicAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetCurrentlyViewedAccountInfo(struct FFortPublicAccountInfo* Result) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetCurrentlyViewedAccountInfo");
|
|
|
|
Params::FortMcpContext_GetCurrentlyViewedAccountInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetDefaultHero
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortHero* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortHero* UFortMcpContext::GetDefaultHero() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetDefaultHero");
|
|
|
|
Params::FortMcpContext_GetDefaultHero Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetHomeBaseInfo
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetHomeBaseInfo(struct FFortHomeBaseInfo* Result) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfo");
|
|
|
|
Params::FortMcpContext_GetHomeBaseInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetHomeBaseInfoForPlayer
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortHomeBaseInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// const struct FUniqueNetIdRepl& MemberUniqueId (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetHomeBaseInfoForPlayer(struct FFortHomeBaseInfo* Result, const struct FUniqueNetIdRepl& MemberUniqueId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfoForPlayer");
|
|
|
|
Params::FortMcpContext_GetHomeBaseInfoForPlayer Parms{};
|
|
|
|
Parms.MemberUniqueId = std::move(MemberUniqueId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetLocalAccountInfo
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortPrivateAccountInfo* Result (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpContext::GetLocalAccountInfo(struct FFortPrivateAccountInfo* Result) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetLocalAccountInfo");
|
|
|
|
Params::FortMcpContext_GetLocalAccountInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetPersonnelXpBalance
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortMcpContext::GetPersonnelXpBalance() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetPersonnelXpBalance");
|
|
|
|
Params::FortMcpContext_GetPersonnelXpBalance Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.GetSchematicXpBalance
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortMcpContext::GetSchematicXpBalance() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "GetSchematicXpBalance");
|
|
|
|
Params::FortMcpContext_GetSchematicXpBalance Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.IsDailyRewardAvailable
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float* OutSecondsUntilNextReward (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* OutRewardAvailable (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMcpContext::IsDailyRewardAvailable(float* OutSecondsUntilNextReward, bool* OutRewardAvailable) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "IsDailyRewardAvailable");
|
|
|
|
Params::FortMcpContext_IsDailyRewardAvailable Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSecondsUntilNextReward != nullptr)
|
|
*OutSecondsUntilNextReward = Parms.OutSecondsUntilNextReward;
|
|
|
|
if (OutRewardAvailable != nullptr)
|
|
*OutRewardAvailable = Parms.OutRewardAvailable;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpContext.IsLocalPlayersUniqueID
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMcpContext::IsLocalPlayersUniqueID(const struct FUniqueNetIdRepl& PlayerID) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpContext", "IsLocalPlayersUniqueID");
|
|
|
|
Params::FortMcpContext_IsLocalPlayersUniqueID Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.DepositPOSTResource
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortItemDefinition* ResourceItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostContext::DepositPOSTResource(const class UFortItemDefinition* ResourceItem, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "DepositPOSTResource");
|
|
|
|
Params::FortOutpostContext_DepositPOSTResource Parms{};
|
|
|
|
Parms.ResourceItem = ResourceItem;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.IncreaseOutpostPrestigeLevel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortOutpostContext::IncreaseOutpostPrestigeLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "IncreaseOutpostPrestigeLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.UpgradePOST
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortOutpostContext::UpgradePOST()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "UpgradePOST");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.UpgradeStructure
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostContext::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "UpgradeStructure");
|
|
|
|
Params::FortOutpostContext_UpgradeStructure Parms{};
|
|
|
|
Parms.StructureToUpgrade = StructureToUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.CanUpgradePOST
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortOutpostContext::CanUpgradePOST() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "CanUpgradePOST");
|
|
|
|
Params::FortOutpostContext_CanUpgradePOST Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.CanUpgradeStructure
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortOutpostContext::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "CanUpgradeStructure");
|
|
|
|
Params::FortOutpostContext_CanUpgradeStructure Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
Parms.bLog = bLog;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetHarvestingToolForLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 InHarvestingOptimizerLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortWorldItemDefinition* UFortOutpostContext::GetHarvestingToolForLevel(int32 InHarvestingOptimizerLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetHarvestingToolForLevel");
|
|
|
|
Params::FortOutpostContext_GetHarvestingToolForLevel Parms{};
|
|
|
|
Parms.InHarvestingOptimizerLevel = InHarvestingOptimizerLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetNextPOSTLevelRequirements
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UOutpostPOSTRequirementData*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UOutpostPOSTRequirementData*> UFortOutpostContext::GetNextPOSTLevelRequirements() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetNextPOSTLevelRequirements");
|
|
|
|
Params::FortOutpostContext_GetNextPOSTLevelRequirements Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetOutpostPrestigeLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortOutpostContext::GetOutpostPrestigeLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetOutpostPrestigeLevel");
|
|
|
|
Params::FortOutpostContext_GetOutpostPrestigeLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetOutpostStructure
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AOutpostStructureBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AOutpostStructureBase* UFortOutpostContext::GetOutpostStructure(class UFortOutpostItemDefinition* OutpostStructure) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetOutpostStructure");
|
|
|
|
Params::FortOutpostContext_GetOutpostStructure Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetPOSTBuildingHealthMod
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 POSTLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortOutpostContext::GetPOSTBuildingHealthMod(int32 POSTLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetPOSTBuildingHealthMod");
|
|
|
|
Params::FortOutpostContext_GetPOSTBuildingHealthMod Parms{};
|
|
|
|
Parms.POSTLevel = POSTLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetStormShieldLevelDefended
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortOutpostContext::GetStormShieldLevelDefended() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetStormShieldLevelDefended");
|
|
|
|
Params::FortOutpostContext_GetStormShieldLevelDefended Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetStructureLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortOutpostContext::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetStructureLevel");
|
|
|
|
Params::FortOutpostContext_GetStructureLevel Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetStructureMaxLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortOutpostContext::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetStructureMaxLevel");
|
|
|
|
Params::FortOutpostContext_GetStructureMaxLevel Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.GetUpgradeStructureCost
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TArray<struct FFortItemQuantityPair>* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostContext::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "GetUpgradeStructureCost");
|
|
|
|
Params::FortOutpostContext_GetUpgradeStructureCost Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutWorldItems != nullptr)
|
|
*OutWorldItems = std::move(Parms.OutWorldItems);
|
|
|
|
if (OutAccountItems != nullptr)
|
|
*OutAccountItems = std::move(Parms.OutAccountItems);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.IsPrestigeAllowed
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortOutpostContext::IsPrestigeAllowed() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "IsPrestigeAllowed");
|
|
|
|
Params::FortOutpostContext_IsPrestigeAllowed Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostContext.LeaveOutpostAsParty
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
|
|
void UFortOutpostContext::LeaveOutpostAsParty() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostContext", "LeaveOutpostAsParty");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUITeamInfo.GetTeamHitPointFractions
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<float>* HealthFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TArray<float>* ShieldFractions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortUITeamInfo::GetTeamHitPointFractions(TArray<float>* HealthFractions, TArray<float>* ShieldFractions)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUITeamInfo", "GetTeamHitPointFractions");
|
|
|
|
Params::FortUITeamInfo_GetTeamHitPointFractions Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (HealthFractions != nullptr)
|
|
*HealthFractions = std::move(Parms.HealthFractions);
|
|
|
|
if (ShieldFractions != nullptr)
|
|
*ShieldFractions = std::move(Parms.ShieldFractions);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUITeamInfo.GetTeamMemberIDs
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FUniqueNetIdRepl>* TeamMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortUITeamInfo::GetTeamMemberIDs(TArray<struct FUniqueNetIdRepl>* TeamMemberIDs)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUITeamInfo", "GetTeamMemberIDs");
|
|
|
|
Params::FortUITeamInfo_GetTeamMemberIDs Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (TeamMemberIDs != nullptr)
|
|
*TeamMemberIDs = std::move(Parms.TeamMemberIDs);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUITeamInfo.GetTeamMembers
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortTeamMemberInfo>* TeamMembers (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortUITeamInfo::GetTeamMembers(TArray<struct FFortTeamMemberInfo>* TeamMembers)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUITeamInfo", "GetTeamMembers");
|
|
|
|
Params::FortUITeamInfo_GetTeamMembers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (TeamMembers != nullptr)
|
|
*TeamMembers = std::move(Parms.TeamMembers);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsValidNetID
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& UniqueNetID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsValidNetID(const struct FUniqueNetIdRepl& UniqueNetID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPartyContext", "IsValidNetID");
|
|
|
|
Params::FortPartyContext_IsValidNetID Parms{};
|
|
|
|
Parms.UniqueNetID = std::move(UniqueNetID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.AcceptFriendRequest
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::AcceptFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "AcceptFriendRequest");
|
|
|
|
Params::FortPartyContext_AcceptFriendRequest Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.CancelFriendRequest
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::CancelFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "CancelFriendRequest");
|
|
|
|
Params::FortPartyContext_CancelFriendRequest Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.ClearPendingInvites
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortPartyContext::ClearPendingInvites()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "ClearPendingInvites");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetActiveFriendsList
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class UFortSocialItem*>* OutActiveFriends (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::GetActiveFriendsList(TArray<class UFortSocialItem*>* OutActiveFriends)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetActiveFriendsList");
|
|
|
|
Params::FortPartyContext_GetActiveFriendsList Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutActiveFriends != nullptr)
|
|
*OutActiveFriends = std::move(Parms.OutActiveFriends);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetPartyInvites
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class UFortSocialItem*>* OutPartyInvites (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::GetPartyInvites(TArray<class UFortSocialItem*>* OutPartyInvites)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetPartyInvites");
|
|
|
|
Params::FortPartyContext_GetPartyInvites Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutPartyInvites != nullptr)
|
|
*OutPartyInvites = std::move(Parms.OutPartyInvites);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetPartyPrivacySetting
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// EPartyType* OutPartyType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* OutLeaderFriendsOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool* OutLeaderInvitesOnly (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::GetPartyPrivacySetting(EPartyType* OutPartyType, bool* OutLeaderFriendsOnly, bool* OutLeaderInvitesOnly)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetPartyPrivacySetting");
|
|
|
|
Params::FortPartyContext_GetPartyPrivacySetting Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutPartyType != nullptr)
|
|
*OutPartyType = Parms.OutPartyType;
|
|
|
|
if (OutLeaderFriendsOnly != nullptr)
|
|
*OutLeaderFriendsOnly = Parms.OutLeaderFriendsOnly;
|
|
|
|
if (OutLeaderInvitesOnly != nullptr)
|
|
*OutLeaderInvitesOnly = Parms.OutLeaderInvitesOnly;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetSocialItemList
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class UFortSocialItem*>* OutSocialItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::GetSocialItemList(TArray<class UFortSocialItem*>* OutSocialItems)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetSocialItemList");
|
|
|
|
Params::FortPartyContext_GetSocialItemList Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSocialItems != nullptr)
|
|
*OutSocialItems = std::move(Parms.OutSocialItems);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetTeamInfo
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortUITeamInfo* UFortPartyContext::GetTeamInfo(EFortTeam Team)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetTeamInfo");
|
|
|
|
Params::FortPartyContext_GetTeamInfo Parms{};
|
|
|
|
Parms.Team = Team;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.HandlePendingInvites
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortPartyContext::HandlePendingInvites()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "HandlePendingInvites");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.JoinParty
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortSocialItem* PartyItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::JoinParty(class UFortSocialItem* PartyItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "JoinParty");
|
|
|
|
Params::FortPartyContext_JoinParty Parms{};
|
|
|
|
Parms.PartyItem = PartyItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.KickPartyMember
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::KickPartyMember(const struct FUniqueNetIdRepl& PartyMemberId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "KickPartyMember");
|
|
|
|
Params::FortPartyContext_KickPartyMember Parms{};
|
|
|
|
Parms.PartyMemberId = std::move(PartyMemberId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.LeaveParty
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortPartyContext::LeaveParty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "LeaveParty");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.PromotePartyMemberToLeader
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PartyMemberId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::PromotePartyMemberToLeader(const struct FUniqueNetIdRepl& PartyMemberId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "PromotePartyMemberToLeader");
|
|
|
|
Params::FortPartyContext_PromotePartyMemberToLeader Parms{};
|
|
|
|
Parms.PartyMemberId = std::move(PartyMemberId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.RejectFriendRequest
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::RejectFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "RejectFriendRequest");
|
|
|
|
Params::FortPartyContext_RejectFriendRequest Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.RejectPartyInvite
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortSocialItem* PartyInvite (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::RejectPartyInvite(class UFortSocialItem* PartyInvite)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "RejectPartyInvite");
|
|
|
|
Params::FortPartyContext_RejectPartyInvite Parms{};
|
|
|
|
Parms.PartyInvite = PartyInvite;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.SendFriendRequest
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::SendFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "SendFriendRequest");
|
|
|
|
Params::FortPartyContext_SendFriendRequest Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.SendPartyInvite
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::SendPartyInvite(class UFortSocialItem* SocialItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "SendPartyInvite");
|
|
|
|
Params::FortPartyContext_SendPartyInvite Parms{};
|
|
|
|
Parms.SocialItem = SocialItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.SetChatWhisperTarget
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& FriendID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::SetChatWhisperTarget(const struct FUniqueNetIdRepl& FriendID)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "SetChatWhisperTarget");
|
|
|
|
Params::FortPartyContext_SetChatWhisperTarget Parms{};
|
|
|
|
Parms.FriendID = std::move(FriendID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.SetPartyPrivacySetting
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EPartyType PartyType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLeaderFriendsOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bLeaderInvitesOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::SetPartyPrivacySetting(EPartyType PartyType, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "SetPartyPrivacySetting");
|
|
|
|
Params::FortPartyContext_SetPartyPrivacySetting Parms{};
|
|
|
|
Parms.PartyType = PartyType;
|
|
Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
|
|
Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.CanBeInvited
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::CanBeInvited(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "CanBeInvited");
|
|
|
|
Params::FortPartyContext_CanBeInvited Parms{};
|
|
|
|
Parms.SocialItem = SocialItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (FailReason != nullptr)
|
|
*FailReason = Parms.FailReason;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.CanBeJoined
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortPartyRestriction* FailReason (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::CanBeJoined(class UFortSocialItem* SocialItem, EFortPartyRestriction* FailReason) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "CanBeJoined");
|
|
|
|
Params::FortPartyContext_CanBeJoined Parms{};
|
|
|
|
Parms.SocialItem = SocialItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (FailReason != nullptr)
|
|
*FailReason = Parms.FailReason;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetFriendRequestStatusForPlayer
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// EFortFriendRequestStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortFriendRequestStatus UFortPartyContext::GetFriendRequestStatusForPlayer(const struct FUniqueNetIdRepl& PlayerID) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetFriendRequestStatusForPlayer");
|
|
|
|
Params::FortPartyContext_GetFriendRequestStatusForPlayer Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetLocalPartyMemberIDs
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FUniqueNetIdRepl>* PartyMemberIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// bool bIncludeLocalPlayerID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::GetLocalPartyMemberIDs(TArray<struct FUniqueNetIdRepl>* PartyMemberIDs, bool bIncludeLocalPlayerID) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetLocalPartyMemberIDs");
|
|
|
|
Params::FortPartyContext_GetLocalPartyMemberIDs Parms{};
|
|
|
|
Parms.bIncludeLocalPlayerID = bIncludeLocalPlayerID;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (PartyMemberIDs != nullptr)
|
|
*PartyMemberIDs = std::move(Parms.PartyMemberIDs);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetLocalPartyProgression
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortPartyState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortPartyState UFortPartyContext::GetLocalPartyProgression() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetLocalPartyProgression");
|
|
|
|
Params::FortPartyContext_GetLocalPartyProgression Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetLocalPlayerDisplayName
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UFortPartyContext::GetLocalPlayerDisplayName() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerDisplayName");
|
|
|
|
Params::FortPartyContext_GetLocalPlayerDisplayName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetLocalPlayerTeam
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortUITeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortUITeamInfo* UFortPartyContext::GetLocalPlayerTeam() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeam");
|
|
|
|
Params::FortPartyContext_GetLocalPlayerTeam Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetLocalPlayerTeamMemberInfo
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortTeamMemberInfo* LocalPlayerInfo (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPartyContext::GetLocalPlayerTeamMemberInfo(struct FFortTeamMemberInfo* LocalPlayerInfo) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeamMemberInfo");
|
|
|
|
Params::FortPartyContext_GetLocalPlayerTeamMemberInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (LocalPlayerInfo != nullptr)
|
|
*LocalPlayerInfo = std::move(Parms.LocalPlayerInfo);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetMaxTeamSizeForSelectedTheater
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortPartyContext::GetMaxTeamSizeForSelectedTheater() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetMaxTeamSizeForSelectedTheater");
|
|
|
|
Params::FortPartyContext_GetMaxTeamSizeForSelectedTheater Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.GetNumPlayersInLocalParty
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortPartyContext::GetNumPlayersInLocalParty() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "GetNumPlayersInLocalParty");
|
|
|
|
Params::FortPartyContext_GetNumPlayersInLocalParty Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.HasPendingFriendRequest
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::HasPendingFriendRequest() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "HasPendingFriendRequest");
|
|
|
|
Params::FortPartyContext_HasPendingFriendRequest Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsActiveFriend
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsActiveFriend(const struct FUniqueNetIdRepl& PlayerID) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsActiveFriend");
|
|
|
|
Params::FortPartyContext_IsActiveFriend Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsActiveFriendsListRetrieved
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsActiveFriendsListRetrieved() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsActiveFriendsListRetrieved");
|
|
|
|
Params::FortPartyContext_IsActiveFriendsListRetrieved Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsEntirePartyInFrontEnd
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsEntirePartyInFrontEnd() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsEntirePartyInFrontEnd");
|
|
|
|
Params::FortPartyContext_IsEntirePartyInFrontEnd Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsInLocalPlayersParty
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& PlayerID (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsInLocalPlayersParty(const struct FUniqueNetIdRepl& PlayerID) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsInLocalPlayersParty");
|
|
|
|
Params::FortPartyContext_IsInLocalPlayersParty Parms{};
|
|
|
|
Parms.PlayerID = std::move(PlayerID);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsLocalPlayerInParty
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortSocialItem* SocialItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsLocalPlayerInParty(class UFortSocialItem* SocialItem) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerInParty");
|
|
|
|
Params::FortPartyContext_IsLocalPlayerInParty Parms{};
|
|
|
|
Parms.SocialItem = SocialItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.IsLocalPlayerPartyLeader
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::IsLocalPlayerPartyLeader() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerPartyLeader");
|
|
|
|
Params::FortPartyContext_IsLocalPlayerPartyLeader Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyContext.ShouldShowHeroPortraits
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPartyContext::ShouldShowHeroPortraits() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyContext", "ShouldShowHeroPortraits");
|
|
|
|
Params::FortPartyContext_ShouldShowHeroPortraits Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.ClearTutorialHighlights
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortTutorialContext::ClearTutorialHighlights()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "ClearTutorialHighlights");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.DisableTutorialHighlight
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::DisableTutorialHighlight(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlight");
|
|
|
|
Params::FortTutorialContext_DisableTutorialHighlight Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.DisableTutorialHighlightForBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::DisableTutorialHighlightForBang(EFortBangType BangType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "DisableTutorialHighlightForBang");
|
|
|
|
Params::FortTutorialContext_DisableTutorialHighlightForBang Parms{};
|
|
|
|
Parms.BangType = BangType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.EnableTutorialHighlight
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::EnableTutorialHighlight(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlight");
|
|
|
|
Params::FortTutorialContext_EnableTutorialHighlight Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.EnableTutorialHighlightForBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::EnableTutorialHighlightForBang(EFortBangType BangType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "EnableTutorialHighlightForBang");
|
|
|
|
Params::FortTutorialContext_EnableTutorialHighlightForBang Parms{};
|
|
|
|
Parms.BangType = BangType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.HideTutorialWidget
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::HideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidget");
|
|
|
|
Params::FortTutorialContext_HideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.HideTutorialWidgetForBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::HideTutorialWidgetForBang(EFortBangType BangType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "HideTutorialWidgetForBang");
|
|
|
|
Params::FortTutorialContext_HideTutorialWidgetForBang Parms{};
|
|
|
|
Parms.BangType = BangType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.SetTutorialNotificationActive
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::SetTutorialNotificationActive(bool bActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "SetTutorialNotificationActive");
|
|
|
|
Params::FortTutorialContext_SetTutorialNotificationActive Parms{};
|
|
|
|
Parms.bActive = bActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.SkipTutorial
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortTutorialContext::SkipTutorial()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "SkipTutorial");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.UnhideAllTutorialWidgets
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortTutorialContext::UnhideAllTutorialWidgets()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "UnhideAllTutorialWidgets");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.UnhideTutorialWidget
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::UnhideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidget");
|
|
|
|
Params::FortTutorialContext_UnhideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.UnhideTutorialWidgetForBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortBangType BangType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortTutorialContext::UnhideTutorialWidgetForBang(EFortBangType BangType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "UnhideTutorialWidgetForBang");
|
|
|
|
Params::FortTutorialContext_UnhideTutorialWidgetForBang Parms{};
|
|
|
|
Parms.BangType = BangType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialContext.ShouldPromptToSkipTutorial
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTutorialContext::ShouldPromptToSkipTutorial() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialContext", "ShouldPromptToSkipTutorial");
|
|
|
|
Params::FortTutorialContext_ShouldPromptToSkipTutorial Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestObjectiveInfo.GetObjectiveStatRow
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FFortQuestObjectiveStatTableRow* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestObjectiveInfo::GetObjectiveStatRow(struct FFortQuestObjectiveStatTableRow* OutRow) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestObjectiveInfo", "GetObjectiveStatRow");
|
|
|
|
Params::FortQuestObjectiveInfo_GetObjectiveStatRow Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestObjectiveInfo.GetOwningQuest
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortQuestItem* UFortQuestObjectiveInfo::GetOwningQuest() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestObjectiveInfo", "GetOwningQuest");
|
|
|
|
Params::FortQuestObjectiveInfo_GetOwningQuest Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetMissionConfigData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortMissionConfigData* UFortQuestItem::GetMissionConfigData(const struct FGameplayTag& InBucketTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetMissionConfigData");
|
|
|
|
Params::FortQuestItem_GetMissionConfigData Parms{};
|
|
|
|
Parms.InBucketTag = std::move(InBucketTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetAchievedCount
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32* OutTotalAchievedCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* OutTotalRequiredCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetAchievedCount");
|
|
|
|
Params::FortQuestItem_GetAchievedCount Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutTotalAchievedCount != nullptr)
|
|
*OutTotalAchievedCount = Parms.OutTotalAchievedCount;
|
|
|
|
if (OutTotalRequiredCount != nullptr)
|
|
*OutTotalRequiredCount = Parms.OutTotalRequiredCount;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetObjectiveInfo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortQuestObjectiveInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortQuestObjectiveInfo* UFortQuestItem::GetObjectiveInfo(const struct FDataTableRowHandle& ObjectiveStatHandle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetObjectiveInfo");
|
|
|
|
Params::FortQuestItem_GetObjectiveInfo Parms{};
|
|
|
|
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetPercentageComplete
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortQuestItem::GetPercentageComplete() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetPercentageComplete");
|
|
|
|
Params::FortQuestItem_GetPercentageComplete Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetPreviewRewards
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FFortQuestReward> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FFortQuestReward> UFortQuestItem::GetPreviewRewards() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetPreviewRewards");
|
|
|
|
Params::FortQuestItem_GetPreviewRewards Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.GetQuestDefinitionBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortQuestItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortQuestItemDefinition* UFortQuestItem::GetQuestDefinitionBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "GetQuestDefinitionBP");
|
|
|
|
Params::FortQuestItem_GetQuestDefinitionBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.HasCompletedObjective
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestItem::HasCompletedObjective(const struct FDataTableRowHandle& ObjectiveStatHandle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "HasCompletedObjective");
|
|
|
|
Params::FortQuestItem_HasCompletedObjective Parms{};
|
|
|
|
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.HasCompletedQuest
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestItem::HasCompletedQuest() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "HasCompletedQuest");
|
|
|
|
Params::FortQuestItem_HasCompletedQuest Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestItem.IsVisibleToUser
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestItem::IsVisibleToUser() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestItem", "IsVisibleToUser");
|
|
|
|
Params::FortQuestItem_IsVisibleToUser Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.ApplyAlteration
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& AlterationItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::ApplyAlteration(const class FString& TargetItemId, const class FString& AlterationItemId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "ApplyAlteration");
|
|
|
|
Params::FortMcpProfileAccount_ApplyAlteration Parms{};
|
|
|
|
Parms.TargetItemId = std::move(TargetItemId);
|
|
Parms.AlterationItemId = std::move(AlterationItemId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuilding
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& WorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::AssignWorkerToBuilding(const class FString& WorkerId, const class FString& BuildingId, int32 SlotIndex, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuilding");
|
|
|
|
Params::FortMcpProfileAccount_AssignWorkerToBuilding Parms{};
|
|
|
|
Parms.WorkerId = std::move(WorkerId);
|
|
Parms.BuildingId = std::move(BuildingId);
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.AssignWorkerToBuildingBatch
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& WorkerIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<class FString>& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& SlotIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::AssignWorkerToBuildingBatch(const TArray<class FString>& WorkerIds, const TArray<class FString>& BuildingIds, const TArray<int32>& SlotIndices, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "AssignWorkerToBuildingBatch");
|
|
|
|
Params::FortMcpProfileAccount_AssignWorkerToBuildingBatch Parms{};
|
|
|
|
Parms.WorkerIds = std::move(WorkerIds);
|
|
Parms.BuildingIds = std::move(BuildingIds);
|
|
Parms.SlotIndices = std::move(SlotIndices);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.ClaimLoginReward
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::ClaimLoginReward(struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "ClaimLoginReward");
|
|
|
|
Params::FortMcpProfileAccount_ClaimLoginReward Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.ClaimQuestReward
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::ClaimQuestReward(const class FString& QuestId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "ClaimQuestReward");
|
|
|
|
Params::FortMcpProfileAccount_ClaimQuestReward Parms{};
|
|
|
|
Parms.QuestId = std::move(QuestId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.ConsumeItems
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& ItemsToConsumeIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& ItemCountsToConsume (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FString& ConsumeReason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::ConsumeItems(const TArray<class FString>& ItemsToConsumeIds, const TArray<int32>& ItemCountsToConsume, const class FString& ConsumeReason, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "ConsumeItems");
|
|
|
|
Params::FortMcpProfileAccount_ConsumeItems Parms{};
|
|
|
|
Parms.ItemsToConsumeIds = std::move(ItemsToConsumeIds);
|
|
Parms.ItemCountsToConsume = std::move(ItemCountsToConsume);
|
|
Parms.ConsumeReason = std::move(ConsumeReason);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.CreateBuilding
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::CreateBuilding(const class FString& TemplateId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "CreateBuilding");
|
|
|
|
Params::FortMcpProfileAccount_CreateBuilding Parms{};
|
|
|
|
Parms.TemplateId = std::move(TemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.CreateHero
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& HeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& HeroTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::CreateHero(const class FString& HeroName, int32 Gender, const class FString& HeroTemplateId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "CreateHero");
|
|
|
|
Params::FortMcpProfileAccount_CreateHero Parms{};
|
|
|
|
Parms.HeroName = std::move(HeroName);
|
|
Parms.Gender = Gender;
|
|
Parms.HeroTemplateId = std::move(HeroTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.DeleteHero
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::DeleteHero(const class FString& HeroId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "DeleteHero");
|
|
|
|
Params::FortMcpProfileAccount_DeleteHero Parms{};
|
|
|
|
Parms.HeroId = std::move(HeroId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.EarnScore
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// int32 TotalScore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::EarnScore(int32 TotalScore, const class FString& MatchmakingSessionId, const class FString& HeroId, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "EarnScore");
|
|
|
|
Params::FortMcpProfileAccount_EarnScore Parms{};
|
|
|
|
Parms.TotalScore = TotalScore;
|
|
Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
|
|
Parms.HeroId = std::move(HeroId);
|
|
Parms.bCriticalMatchBonus = bCriticalMatchBonus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.EndPrimaryMission
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& MatchmakingSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MissionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MissionStatus (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumMissionPoints (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCriticalMatchBonus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::EndPrimaryMission(const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, int32 NumMissionPoints, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "EndPrimaryMission");
|
|
|
|
Params::FortMcpProfileAccount_EndPrimaryMission Parms{};
|
|
|
|
Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
|
|
Parms.MissionName = std::move(MissionName);
|
|
Parms.MissionStatus = std::move(MissionStatus);
|
|
Parms.NumMissionPoints = NumMissionPoints;
|
|
Parms.bCriticalMatchBonus = bCriticalMatchBonus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.EquipCharCosmetic
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& CharacterId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& CosmeticId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 TypeId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::EquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 TypeId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "EquipCharCosmetic");
|
|
|
|
Params::FortMcpProfileAccount_EquipCharCosmetic Parms{};
|
|
|
|
Parms.CharacterId = std::move(CharacterId);
|
|
Parms.CosmeticId = std::move(CosmeticId);
|
|
Parms.TypeId = TypeId;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.FortRerollDailyQuest
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& QuestId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::FortRerollDailyQuest(const class FString& QuestId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "FortRerollDailyQuest");
|
|
|
|
Params::FortMcpProfileAccount_FortRerollDailyQuest Parms{};
|
|
|
|
Parms.QuestId = std::move(QuestId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.MarkItemSeen
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::MarkItemSeen(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "MarkItemSeen");
|
|
|
|
Params::FortMcpProfileAccount_MarkItemSeen Parms{};
|
|
|
|
Parms.ItemIds = std::move(ItemIds);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.MarkNewQuestNotificationSent
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& ItemIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::MarkNewQuestNotificationSent(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "MarkNewQuestNotificationSent");
|
|
|
|
Params::FortMcpProfileAccount_MarkNewQuestNotificationSent Parms{};
|
|
|
|
Parms.ItemIds = std::move(ItemIds);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.OpenCardPack
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& CardPackItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SelectionIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::OpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "OpenCardPack");
|
|
|
|
Params::FortMcpProfileAccount_OpenCardPack Parms{};
|
|
|
|
Parms.CardPackItemId = std::move(CardPackItemId);
|
|
Parms.SelectionIdx = SelectionIdx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.QuestLogin
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::QuestLogin(struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "QuestLogin");
|
|
|
|
Params::FortMcpProfileAccount_QuestLogin Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.RecycleItem
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::RecycleItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "RecycleItem");
|
|
|
|
Params::FortMcpProfileAccount_RecycleItem Parms{};
|
|
|
|
Parms.TargetItemId = std::move(TargetItemId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.RenameHero
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::RenameHero(const class FString& HeroId, const class FString& NewHeroName, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "RenameHero");
|
|
|
|
Params::FortMcpProfileAccount_RenameHero Parms{};
|
|
|
|
Parms.HeroId = std::move(HeroId);
|
|
Parms.NewHeroName = std::move(NewHeroName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetDefaultHero
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& DefaultHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetDefaultHero(const class FString& DefaultHeroId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetDefaultHero");
|
|
|
|
Params::FortMcpProfileAccount_SetDefaultHero Parms{};
|
|
|
|
Parms.DefaultHeroId = std::move(DefaultHeroId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetGameplayStats
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<struct FFortPersistentGameplayStatValue>&GameplayStats (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetGameplayStats(const TArray<struct FFortPersistentGameplayStatValue>& GameplayStats, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetGameplayStats");
|
|
|
|
Params::FortMcpProfileAccount_SetGameplayStats Parms{};
|
|
|
|
Parms.GameplayStats = std::move(GameplayStats);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetHeroAbilities
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 PrimaryTraitAbilities (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SecondaryTraitAbilities_Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SecondaryTraitAbilities_Beta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SecondaryTraitAbilities_Gamma (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SecondaryTraitAbilities_Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetHeroAbilities(const class FString& HeroId, int32 PrimaryTraitAbilities, int32 SecondaryTraitAbilities_Alpha, int32 SecondaryTraitAbilities_Beta, int32 SecondaryTraitAbilities_Gamma, int32 SecondaryTraitAbilities_Delta, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroAbilities");
|
|
|
|
Params::FortMcpProfileAccount_SetHeroAbilities Parms{};
|
|
|
|
Parms.HeroId = std::move(HeroId);
|
|
Parms.PrimaryTraitAbilities = PrimaryTraitAbilities;
|
|
Parms.SecondaryTraitAbilities_Alpha = SecondaryTraitAbilities_Alpha;
|
|
Parms.SecondaryTraitAbilities_Beta = SecondaryTraitAbilities_Beta;
|
|
Parms.SecondaryTraitAbilities_Gamma = SecondaryTraitAbilities_Gamma;
|
|
Parms.SecondaryTraitAbilities_Delta = SecondaryTraitAbilities_Delta;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetHeroModeLoadout
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetHeroModeLoadout(const class FString& HeroId, const struct FFortSavedModeLoadout& ModeLoadout, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetHeroModeLoadout");
|
|
|
|
Params::FortMcpProfileAccount_SetHeroModeLoadout Parms{};
|
|
|
|
Parms.HeroId = std::move(HeroId);
|
|
Parms.ModeLoadout = std::move(ModeLoadout);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetHomebaseMeta
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TownName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 FlagPattern (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float FlagColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetHomebaseMeta(const class FString& TownName, int32 FlagPattern, float FlagColor, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetHomebaseMeta");
|
|
|
|
Params::FortMcpProfileAccount_SetHomebaseMeta Parms{};
|
|
|
|
Parms.TownName = std::move(TownName);
|
|
Parms.FlagPattern = FlagPattern;
|
|
Parms.FlagColor = FlagColor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SetModeLoadout
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FFortSavedModeLoadout& ModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FString& HeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortSavedModeLoadout& HeroModeLoadout (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SetModeLoadout(const struct FFortSavedModeLoadout& ModeLoadout, const class FString& HeroId, const struct FFortSavedModeLoadout& HeroModeLoadout, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SetModeLoadout");
|
|
|
|
Params::FortMcpProfileAccount_SetModeLoadout Parms{};
|
|
|
|
Parms.ModeLoadout = std::move(ModeLoadout);
|
|
Parms.HeroId = std::move(HeroId);
|
|
Parms.HeroModeLoadout = std::move(HeroModeLoadout);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.SkipTutorial
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::SkipTutorial(struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "SkipTutorial");
|
|
|
|
Params::FortMcpProfileAccount_SkipTutorial Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UnloadWarehouse
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& ResourceTypes (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UnloadWarehouse(const TArray<class FString>& ResourceTypes, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UnloadWarehouse");
|
|
|
|
Params::FortMcpProfileAccount_UnloadWarehouse Parms{};
|
|
|
|
Parms.ResourceTypes = std::move(ResourceTypes);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UnslotAllWorkers
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& BuildingIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UnslotAllWorkers(const TArray<class FString>& BuildingIds, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UnslotAllWorkers");
|
|
|
|
Params::FortMcpProfileAccount_UnslotAllWorkers Parms{};
|
|
|
|
Parms.BuildingIds = std::move(BuildingIds);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpdateBuildingLevelAndRating
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LastBuildingLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LastBuildingRating (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpdateBuildingLevelAndRating(const class FString& BuildingId, int32 LastBuildingLevel, int32 LastBuildingRating, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateBuildingLevelAndRating");
|
|
|
|
Params::FortMcpProfileAccount_UpdateBuildingLevelAndRating Parms{};
|
|
|
|
Parms.BuildingId = std::move(BuildingId);
|
|
Parms.LastBuildingLevel = LastBuildingLevel;
|
|
Parms.LastBuildingRating = LastBuildingRating;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpdateQuestClientObjectives
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<struct FFortQuestObjectiveCompletion>&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpdateQuestClientObjectives(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuestClientObjectives");
|
|
|
|
Params::FortMcpProfileAccount_UpdateQuestClientObjectives Parms{};
|
|
|
|
Parms.Advance = std::move(Advance);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpdateQuests
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<struct FFortQuestObjectiveCompletion>&Advance (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpdateQuests(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpdateQuests");
|
|
|
|
Params::FortMcpProfileAccount_UpdateQuests Parms{};
|
|
|
|
Parms.Advance = std::move(Advance);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpgradeBuilding
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& BuildingId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpgradeBuilding(const class FString& BuildingId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeBuilding");
|
|
|
|
Params::FortMcpProfileAccount_UpgradeBuilding Parms{};
|
|
|
|
Parms.BuildingId = std::move(BuildingId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpgradeItem
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TargetItemId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpgradeItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeItem");
|
|
|
|
Params::FortMcpProfileAccount_UpgradeItem Parms{};
|
|
|
|
Parms.TargetItemId = std::move(TargetItemId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileAccount.UpgradeWorker
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TargetWorkerId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FClientUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileAccount::UpgradeWorker(const class FString& TargetWorkerId, struct FClientUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileAccount", "UpgradeWorker");
|
|
|
|
Params::FortMcpProfileAccount_UpgradeWorker Parms{};
|
|
|
|
Parms.TargetWorkerId = std::move(TargetWorkerId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionPowerPointsInterface.GetAvailabilityWeight
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// float DifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortMissionPowerPointsInterface::GetAvailabilityWeight(float DifficultyLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetAvailabilityWeight");
|
|
|
|
Params::FortMissionPowerPointsInterface_GetAvailabilityWeight Parms{};
|
|
|
|
Parms.DifficultyLevel = DifficultyLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionPowerPointsInterface.GetInitialRangeLerpValue
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortMissionPowerPointsInterface::GetInitialRangeLerpValue(float PointsAvailable) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetInitialRangeLerpValue");
|
|
|
|
Params::FortMissionPowerPointsInterface_GetInitialRangeLerpValue Parms{};
|
|
|
|
Parms.PointsAvailable = PointsAvailable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionPowerPointsInterface.GetMaxRangeLerpValue
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// float PointsAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PreviousLerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortMissionPowerPointsInterface::GetMaxRangeLerpValue(float PointsAvailable, float PreviousLerpValue) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetMaxRangeLerpValue");
|
|
|
|
Params::FortMissionPowerPointsInterface_GetMaxRangeLerpValue Parms{};
|
|
|
|
Parms.PointsAvailable = PointsAvailable;
|
|
Parms.PreviousLerpValue = PreviousLerpValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionPowerPointsInterface.GetPowerPointsCost
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// float LerpValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortMissionPowerPointsInterface::GetPowerPointsCost(float LerpValue) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetPowerPointsCost");
|
|
|
|
Params::FortMissionPowerPointsInterface_GetPowerPointsCost Parms{};
|
|
|
|
Parms.LerpValue = LerpValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDroppedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UFortWorldItemDefinition** _DroppedItemDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _DroppedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* _AmountCollected (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemDroppedParams::BreakData(class UFortWorldItemDefinition** _DroppedItemDefinition, class AFortPlayerController** _DroppedBy, int32* _AmountCollected)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDroppedParams", "BreakData");
|
|
|
|
Params::FortItemDroppedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_DroppedItemDefinition != nullptr)
|
|
*_DroppedItemDefinition = Parms._DroppedItemDefinition;
|
|
|
|
if (_DroppedBy != nullptr)
|
|
*_DroppedBy = Parms._DroppedBy;
|
|
|
|
if (_AmountCollected != nullptr)
|
|
*_AmountCollected = Parms._AmountCollected;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDroppedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortWorldItemDefinition* _DroppedItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _DroppedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 _AmountCollected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortItemDroppedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemDroppedParams::MakeData(const class UFortWorldItemDefinition* _DroppedItemDefinition, class AFortPlayerController* _DroppedBy, int32 _AmountCollected, class UFortItemDroppedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDroppedParams", "MakeData");
|
|
|
|
Params::FortItemDroppedParams_MakeData Parms{};
|
|
|
|
Parms._DroppedItemDefinition = _DroppedItemDefinition;
|
|
Parms._DroppedBy = _DroppedBy;
|
|
Parms._AmountCollected = _AmountCollected;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemCraftedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UFortSchematicItemDefinition** _SchematicDefinition (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _CraftedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* _AmountCrafted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemCraftedParams::BreakData(class UFortSchematicItemDefinition** _SchematicDefinition, class AFortPlayerController** _CraftedBy, int32* _AmountCrafted)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemCraftedParams", "BreakData");
|
|
|
|
Params::FortItemCraftedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_SchematicDefinition != nullptr)
|
|
*_SchematicDefinition = Parms._SchematicDefinition;
|
|
|
|
if (_CraftedBy != nullptr)
|
|
*_CraftedBy = Parms._CraftedBy;
|
|
|
|
if (_AmountCrafted != nullptr)
|
|
*_AmountCrafted = Parms._AmountCrafted;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemCraftedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortSchematicItemDefinition*_SchematicDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _CraftedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 _AmountCrafted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortItemCraftedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortItemCraftedParams::MakeData(const class UFortSchematicItemDefinition* _SchematicDefinition, class AFortPlayerController* _CraftedBy, int32 _AmountCrafted, class UFortItemCraftedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemCraftedParams", "MakeData");
|
|
|
|
Params::FortItemCraftedParams_MakeData Parms{};
|
|
|
|
Parms._SchematicDefinition = _SchematicDefinition;
|
|
Parms._CraftedBy = _CraftedBy;
|
|
Parms._AmountCrafted = _AmountCrafted;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortEnemyKilledParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPawn** _KilledPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortEnemyKilledParams::BreakData(class AFortPawn** _KilledPawn, class AFortPlayerController** _KilledBy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortEnemyKilledParams", "BreakData");
|
|
|
|
Params::FortEnemyKilledParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_KilledPawn != nullptr)
|
|
*_KilledPawn = Parms._KilledPawn;
|
|
|
|
if (_KilledBy != nullptr)
|
|
*_KilledBy = Parms._KilledBy;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortEnemyKilledParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPawn* _KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortEnemyKilledParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortEnemyKilledParams::MakeData(class AFortPawn* _KilledPawn, class AFortPlayerController* _KilledBy, class UFortEnemyKilledParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortEnemyKilledParams", "MakeData");
|
|
|
|
Params::FortEnemyKilledParams_MakeData Parms{};
|
|
|
|
Parms._KilledPawn = _KilledPawn;
|
|
Parms._KilledBy = _KilledBy;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortEnemyDamagedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPawn** _DamagedPawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortEnemyDamagedParams::BreakData(class AFortPawn** _DamagedPawn, class AFortPlayerController** _DamagedBy, float* _DamageAmount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortEnemyDamagedParams", "BreakData");
|
|
|
|
Params::FortEnemyDamagedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_DamagedPawn != nullptr)
|
|
*_DamagedPawn = Parms._DamagedPawn;
|
|
|
|
if (_DamagedBy != nullptr)
|
|
*_DamagedBy = Parms._DamagedBy;
|
|
|
|
if (_DamageAmount != nullptr)
|
|
*_DamageAmount = Parms._DamageAmount;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortEnemyDamagedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPawn* _DamagedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortEnemyDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortEnemyDamagedParams::MakeData(class AFortPawn* _DamagedPawn, class AFortPlayerController* _DamagedBy, float _DamageAmount, class UFortEnemyDamagedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortEnemyDamagedParams", "MakeData");
|
|
|
|
Params::FortEnemyDamagedParams_MakeData Parms{};
|
|
|
|
Parms._DamagedPawn = _DamagedPawn;
|
|
Parms._DamagedBy = _DamagedBy;
|
|
Parms._DamageAmount = _DamageAmount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortNewPlayerParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController** _NewPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortNewPlayerParams::BreakData(class AFortPlayerController** _NewPlayerController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortNewPlayerParams", "BreakData");
|
|
|
|
Params::FortNewPlayerParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_NewPlayerController != nullptr)
|
|
*_NewPlayerController = Parms._NewPlayerController;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortNewPlayerParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* _NewPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortNewPlayerParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortNewPlayerParams::MakeData(class AFortPlayerController* _NewPlayerController, class UFortNewPlayerParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortNewPlayerParams", "MakeData");
|
|
|
|
Params::FortNewPlayerParams_MakeData Parms{};
|
|
|
|
Parms._NewPlayerController = _NewPlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerSpawnedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController** _SpawnedPlayerController (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerSpawnedParams::BreakData(class AFortPlayerController** _SpawnedPlayerController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerSpawnedParams", "BreakData");
|
|
|
|
Params::FortPlayerSpawnedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_SpawnedPlayerController != nullptr)
|
|
*_SpawnedPlayerController = Parms._SpawnedPlayerController;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerSpawnedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* _SpawnedPlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortPlayerSpawnedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerSpawnedParams::MakeData(class AFortPlayerController* _SpawnedPlayerController, class UFortPlayerSpawnedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerSpawnedParams", "MakeData");
|
|
|
|
Params::FortPlayerSpawnedParams_MakeData Parms{};
|
|
|
|
Parms._SpawnedPlayerController = _SpawnedPlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerDiedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerPawn** _KilledPlayer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController** _KilledBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerDiedParams::BreakData(class AFortPlayerPawn** _KilledPlayer, class AController** _KilledBy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerDiedParams", "BreakData");
|
|
|
|
Params::FortPlayerDiedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_KilledPlayer != nullptr)
|
|
*_KilledPlayer = Parms._KilledPlayer;
|
|
|
|
if (_KilledBy != nullptr)
|
|
*_KilledBy = Parms._KilledBy;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerDiedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* _KilledPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* _KilledBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortPlayerDiedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerDiedParams::MakeData(class AFortPlayerPawn* _KilledPlayer, class AController* _KilledBy, class UFortPlayerDiedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerDiedParams", "MakeData");
|
|
|
|
Params::FortPlayerDiedParams_MakeData Parms{};
|
|
|
|
Parms._KilledPlayer = _KilledPlayer;
|
|
Parms._KilledBy = _KilledBy;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayPhaseChangeParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortDayNightLightingAndFog** _LightingAndFogManager (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase* _NewDayPhase (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortDayPhaseChangeParams::BreakData(class AFortDayNightLightingAndFog** _LightingAndFogManager, EFortDayPhase* _NewDayPhase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayPhaseChangeParams", "BreakData");
|
|
|
|
Params::FortDayPhaseChangeParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_LightingAndFogManager != nullptr)
|
|
*_LightingAndFogManager = Parms._LightingAndFogManager;
|
|
|
|
if (_NewDayPhase != nullptr)
|
|
*_NewDayPhase = Parms._NewDayPhase;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayPhaseChangeParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortDayNightLightingAndFog* _LightingAndFogManager (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase _NewDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortDayPhaseChangeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortDayPhaseChangeParams::MakeData(class AFortDayNightLightingAndFog* _LightingAndFogManager, EFortDayPhase _NewDayPhase, class UFortDayPhaseChangeParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayPhaseChangeParams", "MakeData");
|
|
|
|
Params::FortDayPhaseChangeParams_MakeData Parms{};
|
|
|
|
Parms._LightingAndFogManager = _LightingAndFogManager;
|
|
Parms._NewDayPhase = _NewDayPhase;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerBuiltParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _Builder (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerBuiltParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AFortPlayerController** _Builder)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerBuiltParams", "BreakData");
|
|
|
|
Params::FortPlayerBuiltParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_Building != nullptr)
|
|
*_Building = Parms._Building;
|
|
|
|
if (_BuildingType != nullptr)
|
|
*_BuildingType = Parms._BuildingType;
|
|
|
|
if (_Builder != nullptr)
|
|
*_Builder = Parms._Builder;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerBuiltParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _Builder (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortPlayerBuiltParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerBuiltParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AFortPlayerController* _Builder, class UFortPlayerBuiltParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerBuiltParams", "MakeData");
|
|
|
|
Params::FortPlayerBuiltParams_MakeData Parms{};
|
|
|
|
Parms._Building = _Building;
|
|
Parms._BuildingType = _BuildingType;
|
|
Parms._Builder = _Builder;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingDestroyedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController** _Destroyer (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingDestroyedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _Destroyer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingDestroyedParams", "BreakData");
|
|
|
|
Params::FortBuildingDestroyedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_Building != nullptr)
|
|
*_Building = Parms._Building;
|
|
|
|
if (_BuildingType != nullptr)
|
|
*_BuildingType = Parms._BuildingType;
|
|
|
|
if (_Destroyer != nullptr)
|
|
*_Destroyer = Parms._Destroyer;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingDestroyedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* _Destroyer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortBuildingDestroyedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingDestroyedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _Destroyer, class UFortBuildingDestroyedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingDestroyedParams", "MakeData");
|
|
|
|
Params::FortBuildingDestroyedParams_MakeData Parms{};
|
|
|
|
Parms._Building = _Building;
|
|
Parms._BuildingType = _BuildingType;
|
|
Parms._Destroyer = _Destroyer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingEditedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class ABuildingActor** _OriginalBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABuildingActor** _NewBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController** _Editor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingEditedParams::BreakData(class ABuildingActor** _OriginalBuilding, class ABuildingActor** _NewBuilding, EFortBuildingType* _BuildingType, class AFortPlayerController** _Editor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingEditedParams", "BreakData");
|
|
|
|
Params::FortBuildingEditedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_OriginalBuilding != nullptr)
|
|
*_OriginalBuilding = Parms._OriginalBuilding;
|
|
|
|
if (_NewBuilding != nullptr)
|
|
*_NewBuilding = Parms._NewBuilding;
|
|
|
|
if (_BuildingType != nullptr)
|
|
*_BuildingType = Parms._BuildingType;
|
|
|
|
if (_Editor != nullptr)
|
|
*_Editor = Parms._Editor;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingEditedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* _OriginalBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABuildingActor* _NewBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* _Editor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortBuildingEditedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingEditedParams::MakeData(class ABuildingActor* _OriginalBuilding, class ABuildingActor* _NewBuilding, EFortBuildingType _BuildingType, class AFortPlayerController* _Editor, class UFortBuildingEditedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingEditedParams", "MakeData");
|
|
|
|
Params::FortBuildingEditedParams_MakeData Parms{};
|
|
|
|
Parms._OriginalBuilding = _OriginalBuilding;
|
|
Parms._NewBuilding = _NewBuilding;
|
|
Parms._BuildingType = _BuildingType;
|
|
Parms._Editor = _Editor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingDamagedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class ABuildingActor** _Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType* _BuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController** _DamagedBy (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* _DamageAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingDamagedParams::BreakData(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _DamagedBy, float* _DamageAmount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingDamagedParams", "BreakData");
|
|
|
|
Params::FortBuildingDamagedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_Building != nullptr)
|
|
*_Building = Parms._Building;
|
|
|
|
if (_BuildingType != nullptr)
|
|
*_BuildingType = Parms._BuildingType;
|
|
|
|
if (_DamagedBy != nullptr)
|
|
*_DamagedBy = Parms._DamagedBy;
|
|
|
|
if (_DamageAmount != nullptr)
|
|
*_DamageAmount = Parms._DamageAmount;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingDamagedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* _Building (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingType _BuildingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* _DamagedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float _DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortBuildingDamagedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortBuildingDamagedParams::MakeData(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _DamagedBy, float _DamageAmount, class UFortBuildingDamagedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingDamagedParams", "MakeData");
|
|
|
|
Params::FortBuildingDamagedParams_MakeData Parms{};
|
|
|
|
Parms._Building = _Building;
|
|
Parms._BuildingType = _BuildingType;
|
|
Parms._DamagedBy = _DamagedBy;
|
|
Parms._DamageAmount = _DamageAmount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionSucceededParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortMission** _SucceededMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionSucceededParams::BreakData(class AFortMission** _SucceededMission)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionSucceededParams", "BreakData");
|
|
|
|
Params::FortMissionSucceededParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_SucceededMission != nullptr)
|
|
*_SucceededMission = Parms._SucceededMission;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionSucceededParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortMission* _SucceededMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortMissionSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionSucceededParams::MakeData(class AFortMission* _SucceededMission, class UFortMissionSucceededParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionSucceededParams", "MakeData");
|
|
|
|
Params::FortMissionSucceededParams_MakeData Parms{};
|
|
|
|
Parms._SucceededMission = _SucceededMission;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionFailedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortMission** _FailedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionFailedParams::BreakData(class AFortMission** _FailedMission)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionFailedParams", "BreakData");
|
|
|
|
Params::FortMissionFailedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_FailedMission != nullptr)
|
|
*_FailedMission = Parms._FailedMission;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionFailedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortMission* _FailedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortMissionFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionFailedParams::MakeData(class AFortMission* _FailedMission, class UFortMissionFailedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionFailedParams", "MakeData");
|
|
|
|
Params::FortMissionFailedParams_MakeData Parms{};
|
|
|
|
Parms._FailedMission = _FailedMission;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionNeutralCompleteParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortMission** _NeutrallyCompletedMission (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionNeutralCompleteParams::BreakData(class AFortMission** _NeutrallyCompletedMission)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionNeutralCompleteParams", "BreakData");
|
|
|
|
Params::FortMissionNeutralCompleteParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_NeutrallyCompletedMission != nullptr)
|
|
*_NeutrallyCompletedMission = Parms._NeutrallyCompletedMission;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionNeutralCompleteParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortMission* _NeutrallyCompletedMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortMissionNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionNeutralCompleteParams::MakeData(class AFortMission* _NeutrallyCompletedMission, class UFortMissionNeutralCompleteParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionNeutralCompleteParams", "MakeData");
|
|
|
|
Params::FortMissionNeutralCompleteParams_MakeData Parms{};
|
|
|
|
Parms._NeutrallyCompletedMission = _NeutrallyCompletedMission;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveSucceededParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortObjectiveBase** _SucceededObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveSucceededParams::BreakData(class AFortObjectiveBase** _SucceededObjective)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveSucceededParams", "BreakData");
|
|
|
|
Params::FortObjectiveSucceededParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_SucceededObjective != nullptr)
|
|
*_SucceededObjective = Parms._SucceededObjective;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveSucceededParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortObjectiveBase* _SucceededObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortObjectiveSucceededParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveSucceededParams::MakeData(class AFortObjectiveBase* _SucceededObjective, class UFortObjectiveSucceededParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveSucceededParams", "MakeData");
|
|
|
|
Params::FortObjectiveSucceededParams_MakeData Parms{};
|
|
|
|
Parms._SucceededObjective = _SucceededObjective;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveFailedParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortObjectiveBase** _FailedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveFailedParams::BreakData(class AFortObjectiveBase** _FailedObjective)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveFailedParams", "BreakData");
|
|
|
|
Params::FortObjectiveFailedParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_FailedObjective != nullptr)
|
|
*_FailedObjective = Parms._FailedObjective;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveFailedParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortObjectiveBase* _FailedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortObjectiveFailedParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveFailedParams::MakeData(class AFortObjectiveBase* _FailedObjective, class UFortObjectiveFailedParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveFailedParams", "MakeData");
|
|
|
|
Params::FortObjectiveFailedParams_MakeData Parms{};
|
|
|
|
Parms._FailedObjective = _FailedObjective;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveNeutralCompleteParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortObjectiveBase** _NeutrallyCompletedObjective (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveNeutralCompleteParams::BreakData(class AFortObjectiveBase** _NeutrallyCompletedObjective)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "BreakData");
|
|
|
|
Params::FortObjectiveNeutralCompleteParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_NeutrallyCompletedObjective != nullptr)
|
|
*_NeutrallyCompletedObjective = Parms._NeutrallyCompletedObjective;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveNeutralCompleteParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortObjectiveBase* _NeutrallyCompletedObjective (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortObjectiveNeutralCompleteParams**ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortObjectiveNeutralCompleteParams::MakeData(class AFortObjectiveBase* _NeutrallyCompletedObjective, class UFortObjectiveNeutralCompleteParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "MakeData");
|
|
|
|
Params::FortObjectiveNeutralCompleteParams_MakeData Parms{};
|
|
|
|
Parms._NeutrallyCompletedObjective = _NeutrallyCompletedObjective;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledCursorModeParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController** _PlayerThatToggledCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* InCursorMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledCursorModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledCursorMode, bool* InCursorMode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledCursorModeParams", "BreakData");
|
|
|
|
Params::FortToggledCursorModeParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_PlayerThatToggledCursorMode != nullptr)
|
|
*_PlayerThatToggledCursorMode = Parms._PlayerThatToggledCursorMode;
|
|
|
|
if (InCursorMode != nullptr)
|
|
*InCursorMode = Parms.InCursorMode;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledCursorModeParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* _PlayerThatToggledCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool InCursorMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortToggledCursorModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledCursorModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledCursorMode, bool InCursorMode, class UFortToggledCursorModeParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledCursorModeParams", "MakeData");
|
|
|
|
Params::FortToggledCursorModeParams_MakeData Parms{};
|
|
|
|
Parms._PlayerThatToggledCursorMode = _PlayerThatToggledCursorMode;
|
|
Parms.InCursorMode = InCursorMode;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledOptionsMenuParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController** _PlayerThatToggledOptionsMenu (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* Opened (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledOptionsMenuParams::BreakData(class AFortPlayerController** _PlayerThatToggledOptionsMenu, bool* Opened)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledOptionsMenuParams", "BreakData");
|
|
|
|
Params::FortToggledOptionsMenuParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_PlayerThatToggledOptionsMenu != nullptr)
|
|
*_PlayerThatToggledOptionsMenu = Parms._PlayerThatToggledOptionsMenu;
|
|
|
|
if (Opened != nullptr)
|
|
*Opened = Parms.Opened;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledOptionsMenuParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* _PlayerThatToggledOptionsMenu (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool Opened (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortToggledOptionsMenuParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledOptionsMenuParams::MakeData(class AFortPlayerController* _PlayerThatToggledOptionsMenu, bool Opened, class UFortToggledOptionsMenuParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledOptionsMenuParams", "MakeData");
|
|
|
|
Params::FortToggledOptionsMenuParams_MakeData Parms{};
|
|
|
|
Parms._PlayerThatToggledOptionsMenu = _PlayerThatToggledOptionsMenu;
|
|
Parms.Opened = Opened;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledEditModeParams.BreakData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController** _PlayerThatToggledEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* InEditMode (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledEditModeParams::BreakData(class AFortPlayerController** _PlayerThatToggledEditMode, bool* InEditMode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledEditModeParams", "BreakData");
|
|
|
|
Params::FortToggledEditModeParams_BreakData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (_PlayerThatToggledEditMode != nullptr)
|
|
*_PlayerThatToggledEditMode = Parms._PlayerThatToggledEditMode;
|
|
|
|
if (InEditMode != nullptr)
|
|
*InEditMode = Parms.InEditMode;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortToggledEditModeParams.MakeData
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* _PlayerThatToggledEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool InEditMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortToggledEditModeParams** ThisParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortToggledEditModeParams::MakeData(class AFortPlayerController* _PlayerThatToggledEditMode, bool InEditMode, class UFortToggledEditModeParams** ThisParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortToggledEditModeParams", "MakeData");
|
|
|
|
Params::FortToggledEditModeParams_MakeData Parms{};
|
|
|
|
Parms._PlayerThatToggledEditMode = _PlayerThatToggledEditMode;
|
|
Parms.InEditMode = InEditMode;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ThisParam != nullptr)
|
|
*ThisParam = Parms.ThisParam;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInitializationInterface.IsGameImportant
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInitializationInterface::IsGameImportant()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInitializationInterface", "IsGameImportant");
|
|
|
|
Params::FortInitializationInterface_IsGameImportant Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInitializationInterface.MatchStarted
|
|
// (Native, Public)
|
|
|
|
void IFortInitializationInterface::MatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInitializationInterface", "MatchStarted");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInitializationInterface.NeedsWorldReady
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInitializationInterface::NeedsWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInitializationInterface", "NeedsWorldReady");
|
|
|
|
Params::FortInitializationInterface_NeedsWorldReady Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInitializationInterface.WorldReady
|
|
// (Native, Public)
|
|
|
|
void IFortInitializationInterface::WorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInitializationInterface", "WorldReady");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionState.OnMatchStarted
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortMissionState::OnMatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionState", "OnMatchStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionState.OnWorldReady
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortMissionState::OnWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionState", "OnWorldReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.AttemptMissionSave
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::AttemptMissionSave(const class FString& OptionalSaveName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "AttemptMissionSave");
|
|
|
|
Params::FortObjectiveBase_AttemptMissionSave Parms{};
|
|
|
|
Parms.OptionalSaveName = std::move(OptionalSaveName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintHandleMissionEventNoReply
|
|
// (BlueprintAuthorityOnly, Event, Protected, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintHandleMissionEventNoReply");
|
|
|
|
Params::FortObjectiveBase_BlueprintHandleMissionEventNoReply Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintOnActivated
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::BlueprintOnActivated(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnActivated");
|
|
|
|
Params::FortObjectiveBase_BlueprintOnActivated Parms{};
|
|
|
|
Parms.InObjectiveFocus = InObjectiveFocus;
|
|
Parms.InObjectiveInstigator = InObjectiveInstigator;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintOnObjectiveEnd
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::BlueprintOnObjectiveEnd(EFortObjectiveStatus Status)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnObjectiveEnd");
|
|
|
|
Params::FortObjectiveBase_BlueprintOnObjectiveEnd Parms{};
|
|
|
|
Parms.Status = Status;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintOnStartPlaying
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* InObjectiveFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InObjectiveInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::BlueprintOnStartPlaying(class AActor* InObjectiveFocus, class AFortPawn* InObjectiveInstigator)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnStartPlaying");
|
|
|
|
Params::FortObjectiveBase_BlueprintOnStartPlaying Parms{};
|
|
|
|
Parms.InObjectiveFocus = InObjectiveFocus;
|
|
Parms.InObjectiveInstigator = InObjectiveInstigator;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintPostObjectiveLoad
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortObjectiveBase::BlueprintPostObjectiveLoad()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintPostObjectiveLoad");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.ClearObjectiveTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortObjectiveBase::ClearObjectiveTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "ClearObjectiveTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.DrawAttentionToUI
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortObjectiveBase::DrawAttentionToUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "DrawAttentionToUI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.EnableTick
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::EnableTick(bool bEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "EnableTick");
|
|
|
|
Params::FortObjectiveBase_EnableTick Parms{};
|
|
|
|
Parms.bEnabled = bEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.FocusParentMission
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::FocusParentMission(bool bTemporaryFocus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "FocusParentMission");
|
|
|
|
Params::FortObjectiveBase_FocusParentMission Parms{};
|
|
|
|
Parms.bTemporaryFocus = bTemporaryFocus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.GrantRewardsByTag
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
// EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "GrantRewardsByTag");
|
|
|
|
Params::FortObjectiveBase_GrantRewardsByTag Parms{};
|
|
|
|
Parms.RewardTag = std::move(RewardTag);
|
|
Parms.RewardType = RewardType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.OnMatchStarted
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortObjectiveBase::OnMatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "OnMatchStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.OnRep_bIsObjectiveVisible
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortObjectiveBase::OnRep_bIsObjectiveVisible()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "OnRep_bIsObjectiveVisible");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.OnRep_ObjectiveStatus
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortObjectiveBase::OnRep_ObjectiveStatus()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "OnRep_ObjectiveStatus");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.OnWorldReady
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortObjectiveBase::OnWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "OnWorldReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.PauseObjectiveTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortObjectiveBase::PauseObjectiveTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "PauseObjectiveTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.PlayerStatChanged
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerController* OwningPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName ChangedStat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NewValueZone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NewValueWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NewValueAccount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::PlayerStatChanged(class AFortPlayerController* OwningPlayer, class FName ChangedStat, int32 NewValueZone, int32 NewValueWorld, int32 NewValueAccount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "PlayerStatChanged");
|
|
|
|
Params::FortObjectiveBase_PlayerStatChanged Parms{};
|
|
|
|
Parms.OwningPlayer = OwningPlayer;
|
|
Parms.ChangedStat = ChangedStat;
|
|
Parms.NewValueZone = NewValueZone;
|
|
Parms.NewValueWorld = NewValueWorld;
|
|
Parms.NewValueAccount = NewValueAccount;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.ResetObjectiveTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortObjectiveBase::ResetObjectiveTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "ResetObjectiveTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.SetObjectiveTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bStartPaused (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::SetObjectiveTimer(const class FString& FunctionName, float TimerLength, bool bStartPaused)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "SetObjectiveTimer");
|
|
|
|
Params::FortObjectiveBase_SetObjectiveTimer Parms{};
|
|
|
|
Parms.FunctionName = std::move(FunctionName);
|
|
Parms.TimerLength = TimerLength;
|
|
Parms.bStartPaused = bStartPaused;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.SetUiVisibility
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInIsObjectiveVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "SetUiVisibility");
|
|
|
|
Params::FortObjectiveBase_SetUiVisibility Parms{};
|
|
|
|
Parms.bInIsObjectiveVisible = bInIsObjectiveVisible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.StartMissionNotification
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "StartMissionNotification");
|
|
|
|
Params::FortObjectiveBase_StartMissionNotification Parms{};
|
|
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Notification = Notification;
|
|
Parms.SpecificPlayer = SpecificPlayer;
|
|
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
|
|
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
|
|
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
|
|
Parms.OptionalActionName = OptionalActionName;
|
|
Parms.OptionalSound = OptionalSound;
|
|
Parms.bTreatAsUnique = bTreatAsUnique;
|
|
Parms.bCancelActiveNotification = bCancelActiveNotification;
|
|
Parms.bWaitForClients = bWaitForClients;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.StartPlayingObjective
|
|
// (BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::StartPlayingObjective(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "StartPlayingObjective");
|
|
|
|
Params::FortObjectiveBase_StartPlayingObjective Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.StopObjective
|
|
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortObjectiveStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Description (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& CompletionTags (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortBadgeItemDefinition* ExtraBadgeToGrant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const class FString& Description, const struct FGameplayTagContainer& CompletionTags, class UFortBadgeItemDefinition* ExtraBadgeToGrant)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "StopObjective");
|
|
|
|
Params::FortObjectiveBase_StopObjective Parms{};
|
|
|
|
Parms.Status = Status;
|
|
Parms.Description = std::move(Description);
|
|
Parms.CompletionTags = std::move(CompletionTags);
|
|
Parms.ExtraBadgeToGrant = ExtraBadgeToGrant;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.UnpauseObjectiveTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortObjectiveBase::UnpauseObjectiveTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "UnpauseObjectiveTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetNumProgressBars
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortObjectiveBase::BlueprintGetNumProgressBars() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetNumProgressBars");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetNumProgressBars Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetObjectiveDisplayText
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortObjectiveBase::BlueprintGetObjectiveDisplayText() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetObjectiveDisplayText");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetObjectiveDisplayText Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarColor
|
|
// (BlueprintCosmetic, Event, Protected, HasDefaults, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor AFortObjectiveBase::BlueprintGetProgressBarColor(int32 ProgressBarIdx) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarColor");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetProgressBarColor Parms{};
|
|
|
|
Parms.ProgressBarIdx = ProgressBarIdx;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarPercentage
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortObjectiveBase::BlueprintGetProgressBarPercentage(int32 ProgressBarIdx) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarPercentage");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetProgressBarPercentage Parms{};
|
|
|
|
Parms.ProgressBarIdx = ProgressBarIdx;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarText
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// int32 ProgressBarIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortObjectiveBase::BlueprintGetProgressBarText(int32 ProgressBarIdx) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarText");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetProgressBarText Parms{};
|
|
|
|
Parms.ProgressBarIdx = ProgressBarIdx;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.BlueprintGetTimeForUI
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortObjectiveBase::BlueprintGetTimeForUI() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetTimeForUI");
|
|
|
|
Params::FortObjectiveBase_BlueprintGetTimeForUI Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.GetMissionGuid
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FGuid AFortObjectiveBase::GetMissionGuid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "GetMissionGuid");
|
|
|
|
Params::FortObjectiveBase_GetMissionGuid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.GetObjectiveTimerNormalizedTime
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortObjectiveBase::GetObjectiveTimerNormalizedTime() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerNormalizedTime");
|
|
|
|
Params::FortObjectiveBase_GetObjectiveTimerNormalizedTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.GetObjectiveTimerTimeRemaining
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerTimeRemaining");
|
|
|
|
Params::FortObjectiveBase_GetObjectiveTimerTimeRemaining Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.IsActorRelevantToTeam
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::IsActorRelevantToTeam(const class AActor* Actor) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "IsActorRelevantToTeam");
|
|
|
|
Params::FortObjectiveBase_IsActorRelevantToTeam Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.IsObjectiveTimerPaused
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::IsObjectiveTimerPaused() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerPaused");
|
|
|
|
Params::FortObjectiveBase_IsObjectiveTimerPaused Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.IsObjectiveTimerSet
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::IsObjectiveTimerSet() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerSet");
|
|
|
|
Params::FortObjectiveBase_IsObjectiveTimerSet Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.IsRelevantToASpecificTeam
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::IsRelevantToASpecificTeam() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToASpecificTeam");
|
|
|
|
Params::FortObjectiveBase_IsRelevantToASpecificTeam Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortObjectiveBase.IsRelevantToTeam
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortObjectiveBase::IsRelevantToTeam(EFortTeam Team) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToTeam");
|
|
|
|
Params::FortObjectiveBase_IsRelevantToTeam Parms{};
|
|
|
|
Parms.Team = Team;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartModifier.OnDayPhaseChanged
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ACustomCharacterPartModifier::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartModifier", "OnDayPhaseChanged");
|
|
|
|
Params::CustomCharacterPartModifier_OnDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartModifier.PreDestruction
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ACustomCharacterPartModifier::PreDestruction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartModifier", "PreDestruction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartModifier.GetAssociatedPlayerPawn
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerPawn* ACustomCharacterPartModifier::GetAssociatedPlayerPawn() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartModifier", "GetAssociatedPlayerPawn");
|
|
|
|
Params::CustomCharacterPartModifier_GetAssociatedPlayerPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartModifier.GetCharacterPartType
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
const EFortCustomPartType ACustomCharacterPartModifier::GetCharacterPartType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartModifier", "GetCharacterPartType");
|
|
|
|
Params::CustomCharacterPartModifier_GetCharacterPartType Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInventory.HandleInventoryLocalUpdate
|
|
// (Final, Native, Public)
|
|
|
|
void AFortInventory::HandleInventoryLocalUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInventory", "HandleInventoryLocalUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorldItemDefinition.CanBeDisassembled
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortWorldItemDefinition::CanBeDisassembled() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorldItemDefinition", "CanBeDisassembled");
|
|
|
|
Params::FortWorldItemDefinition_CanBeDisassembled Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorldItemDefinition.GetDPSAtLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortWorldItemDefinition::GetDPSAtLevel(int32 ItemLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorldItemDefinition", "GetDPSAtLevel");
|
|
|
|
Params::FortWorldItemDefinition_GetDPSAtLevel Parms{};
|
|
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorldItemDefinition.GetMaxDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortWorldItemDefinition::GetMaxDurability(int32 ItemLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorldItemDefinition", "GetMaxDurability");
|
|
|
|
Params::FortWorldItemDefinition_GetMaxDurability Parms{};
|
|
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.AddControlPoint
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSpline::AddControlPoint(const struct FVector& Point, int32 INDEX)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "AddControlPoint");
|
|
|
|
Params::FortSpline_AddControlPoint Parms{};
|
|
|
|
Parms.Point = std::move(Point);
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.ClearSpline
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortSpline::ClearSpline()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "ClearSpline");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.DrawDebugSpline
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Steps (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float LifeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bPersistent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bJustDrawSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float BasisLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSpline::DrawDebugSpline(class UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "DrawDebugSpline");
|
|
|
|
Params::FortSpline_DrawDebugSpline Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Steps = Steps;
|
|
Parms.LifeTime = LifeTime;
|
|
Parms.Thickness = Thickness;
|
|
Parms.bPersistent = bPersistent;
|
|
Parms.bJustDrawSpline = bJustDrawSpline;
|
|
Parms.BasisLength = BasisLength;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.EnableConstantVelocity
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ConstVelEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "EnableConstantVelocity");
|
|
|
|
Params::FortSpline_EnableConstantVelocity Parms{};
|
|
|
|
Parms.ConstVelEnabled = ConstVelEnabled;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.SetDuration
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSpline::SetDuration(float InDuration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "SetDuration");
|
|
|
|
Params::FortSpline_SetDuration Parms{};
|
|
|
|
Parms.InDuration = InDuration;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.SetupSpline
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<struct FVector>& ControlPoints (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSpline::SetupSpline(const TArray<struct FVector>& ControlPoints, float InDuration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "SetupSpline");
|
|
|
|
Params::FortSpline_SetupSpline Parms{};
|
|
|
|
Parms.ControlPoints = std::move(ControlPoints);
|
|
Parms.InDuration = InDuration;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetBinormalFromTime
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetBinormalFromTime(float Time) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetBinormalFromTime");
|
|
|
|
Params::FortSpline_GetBinormalFromTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetDuration
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSpline::GetDuration() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetDuration");
|
|
|
|
Params::FortSpline_GetDuration Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetEndPoint
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetEndPoint() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetEndPoint");
|
|
|
|
Params::FortSpline_GetEndPoint Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetNormalFromTime
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetNormalFromTime(float Time) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetNormalFromTime");
|
|
|
|
Params::FortSpline_GetNormalFromTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetNumberOfControlPoints
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortSpline::GetNumberOfControlPoints() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetNumberOfControlPoints");
|
|
|
|
Params::FortSpline_GetNumberOfControlPoints Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetPositionFromTime
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetPositionFromTime(float Time) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetPositionFromTime");
|
|
|
|
Params::FortSpline_GetPositionFromTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetSplineLength
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSpline::GetSplineLength(float StepSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetSplineLength");
|
|
|
|
Params::FortSpline_GetSplineLength Parms{};
|
|
|
|
Parms.StepSize = StepSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetSplineLengthAtTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float StepSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetSplineLengthAtTime");
|
|
|
|
Params::FortSpline_GetSplineLengthAtTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
Parms.StepSize = StepSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetStartPoint
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetStartPoint() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetStartPoint");
|
|
|
|
Params::FortSpline_GetStartPoint Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetTangentFromTime
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortSpline::GetTangentFromTime(float Time) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetTangentFromTime");
|
|
|
|
Params::FortSpline_GetTangentFromTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.GetVelocityCorrectedTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSpline::GetVelocityCorrectedTime(float Time) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "GetVelocityCorrectedTime");
|
|
|
|
Params::FortSpline_GetVelocityCorrectedTime Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpline.IsValid
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortSpline::IsValid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpline", "IsValid");
|
|
|
|
Params::FortSpline_IsValid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.CanInteract
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInteractInterface::CanInteract(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "CanInteract");
|
|
|
|
Params::FortInteractInterface_CanInteract Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.CanShowContextInfo
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInteractInterface::CanShowContextInfo(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "CanShowContextInfo");
|
|
|
|
Params::FortInteractInterface_CanShowContextInfo Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.GetContextInfo
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// struct FInteractContextInfo ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
struct FInteractContextInfo IFortInteractInterface::GetContextInfo(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "GetContextInfo");
|
|
|
|
Params::FortInteractInterface_GetContextInfo Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.HasDisplayWidget
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInteractInterface::HasDisplayWidget(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "HasDisplayWidget");
|
|
|
|
Params::FortInteractInterface_HasDisplayWidget Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.LocalBeginLongUse
|
|
// (Native, Public)
|
|
|
|
void IFortInteractInterface::LocalBeginLongUse()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "LocalBeginLongUse");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.LocalOnAttemptInteract
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInteractInterface::LocalOnAttemptInteract(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "LocalOnAttemptInteract");
|
|
|
|
Params::FortInteractInterface_LocalOnAttemptInteract Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.LocalOnInterruptInteract
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void IFortInteractInterface::LocalOnInterruptInteract(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "LocalOnInterruptInteract");
|
|
|
|
Params::FortInteractInterface_LocalOnInterruptInteract Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInteractInterface.ServerOnAttemptInteract
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FInteractionType& InteractType (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortInteractInterface::ServerOnAttemptInteract(const struct FInteractionType& InteractType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInteractInterface", "ServerOnAttemptInteract");
|
|
|
|
Params::FortInteractInterface_ServerOnAttemptInteract Parms{};
|
|
|
|
Parms.InteractType = std::move(InteractType);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickup.GetDisplayName
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortPickup::GetDisplayName()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickup", "GetDisplayName");
|
|
|
|
Params::FortPickup_GetDisplayName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickup.OnRep_PickupLocationData
|
|
// (Native, Protected)
|
|
|
|
void AFortPickup::OnRep_PickupLocationData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickup", "OnRep_PickupLocationData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickup.OnRep_PickupOwnerData
|
|
// (Native, Protected)
|
|
|
|
void AFortPickup::OnRep_PickupOwnerData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickup", "OnRep_PickupOwnerData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickup.OnRep_PrimaryPickupItemEntry
|
|
// (Native, Protected)
|
|
|
|
void AFortPickup::OnRep_PrimaryPickupItemEntry()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickup", "OnRep_PrimaryPickupItemEntry");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickup.TossPickup
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& FinalLocation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class APawn* ItemOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPickup::TossPickup(const struct FVector& FinalLocation, class APawn* ItemOwner, int32 OverrideMaxStackCount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickup", "TossPickup");
|
|
|
|
Params::FortPickup_TossPickup Parms{};
|
|
|
|
Parms.FinalLocation = std::move(FinalLocation);
|
|
Parms.ItemOwner = ItemOwner;
|
|
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFeedbackManager.GetAnnouncerPawn
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn_FeedbackAnnouncer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPawn_FeedbackAnnouncer* AFortFeedbackManager::GetAnnouncerPawn(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortFeedbackManager", "GetAnnouncerPawn");
|
|
|
|
Params::FortFeedbackManager_GetAnnouncerPawn Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFeedbackManager.GetFeedbackManager
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortFeedbackManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortFeedbackManager* AFortFeedbackManager::GetFeedbackManager(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortFeedbackManager", "GetFeedbackManager");
|
|
|
|
Params::FortFeedbackManager_GetFeedbackManager Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFeedbackManager.SuppressProceduralFeedback
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<class AController*>& ControllersToSuppress (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortFeedbackManager::SuppressProceduralFeedback(const TArray<class AController*>& ControllersToSuppress)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortFeedbackManager", "SuppressProceduralFeedback");
|
|
|
|
Params::FortFeedbackManager_SuppressProceduralFeedback Parms{};
|
|
|
|
Parms.ControllersToSuppress = std::move(ControllersToSuppress);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.SpawnProjectileAndWait
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortProjectileBase> Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* RequestedBy_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& SpawnLocation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnRotation_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnDirection_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float InitialSpeed_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit_0 (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode_0 (Parm, NativeAccessSpecifierPublic)
|
|
// float GravityScale_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* HomingTarget_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_SpawnProjectileAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(class UObject* WorldContextObject, TSubclassOf<class AFortProjectileBase> Class_0, class AActor* RequestedBy_0, const struct FVector& SpawnLocation_0, const struct FRotator& SpawnRotation_0, const struct FRotator& SpawnDirection_0, float InitialSpeed_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit_0, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode_0, float GravityScale_0, class AActor* HomingTarget_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "SpawnProjectileAndWait");
|
|
|
|
Params::FortAbilityTask_SpawnProjectileAndWait_SpawnProjectileAndWait Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Class_0 = Class_0;
|
|
Parms.RequestedBy_0 = RequestedBy_0;
|
|
Parms.SpawnLocation_0 = std::move(SpawnLocation_0);
|
|
Parms.SpawnRotation_0 = std::move(SpawnRotation_0);
|
|
Parms.SpawnDirection_0 = std::move(SpawnDirection_0);
|
|
Parms.InitialSpeed_0 = InitialSpeed_0;
|
|
Parms.EffectContainerSpecToApplyOnHit_0 = std::move(EffectContainerSpecToApplyOnHit_0);
|
|
Parms.EffectContainerSpecToApplyOnExplode_0 = std::move(EffectContainerSpecToApplyOnExplode_0);
|
|
Parms.GravityScale_0 = GravityScale_0;
|
|
Parms.HomingTarget_0 = HomingTarget_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.BeginSpawningActor
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortProjectileBase> Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortProjectileBase** SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(class UObject* WorldContextObject, TSubclassOf<class AFortProjectileBase> Class_0, class AFortProjectileBase** SpawnedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "BeginSpawningActor");
|
|
|
|
Params::FortAbilityTask_SpawnProjectileAndWait_BeginSpawningActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Class_0 = Class_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (SpawnedActor != nullptr)
|
|
*SpawnedActor = Parms.SpawnedActor;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.FinishSpawningActor
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortProjectileBase* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(class UObject* WorldContextObject, class AFortProjectileBase* SpawnedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "FinishSpawningActor");
|
|
|
|
Params::FortAbilityTask_SpawnProjectileAndWait_FinishSpawningActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.SpawnedActor = SpawnedActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.OnProjectileDestroyed
|
|
// (Final, Native, Public)
|
|
|
|
void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "OnProjectileDestroyed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfoOwnerInterface.GetEncounterInfo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* IFortAIEncounterInfoOwnerInterface::GetEncounterInfo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfoOwnerInterface", "GetEncounterInfo");
|
|
|
|
Params::FortAIEncounterInfoOwnerInterface_GetEncounterInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamActorInterface.GetTeam
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortTeam IFortTeamActorInterface::GetTeam() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamActorInterface", "GetTeam");
|
|
|
|
Params::FortTeamActorInterface_GetTeam Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalProvider.InitializeGoalProvider
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UWorld* ContextWorld (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIGoalProvider::InitializeGoalProvider(class UWorld* ContextWorld, class UFortAIAssignment* Assignment)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalProvider", "InitializeGoalProvider");
|
|
|
|
Params::FortAIGoalProvider_InitializeGoalProvider Parms{};
|
|
|
|
Parms.ContextWorld = ContextWorld;
|
|
Parms.Assignment = Assignment;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalProvider.UpdateGoals
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void UFortAIGoalProvider::UpdateGoals()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalProvider", "UpdateGoals");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalProvider.GetEncounterInfo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* UFortAIGoalProvider::GetEncounterInfo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalProvider", "GetEncounterInfo");
|
|
|
|
Params::FortAIGoalProvider_GetEncounterInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTargetSelectionInterface.GetTargetingTransform
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform IFortTargetSelectionInterface::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTargetSelectionInterface", "GetTargetingTransform");
|
|
|
|
Params::FortTargetSelectionInterface_GetTargetingTransform Parms{};
|
|
|
|
Parms.Source = Source;
|
|
Parms.SourceAbility = SourceAbility;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageInfoAndWaitForTrigger
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayAbilityMontageInfo&MontageInfo_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageInfoAndWaitForTrigger(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& MontageInfo_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageInfoAndWaitForTrigger");
|
|
|
|
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageInfoAndWaitForTrigger Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TaskInstanceName = TaskInstanceName;
|
|
Parms.MontageInfo_0 = std::move(MontageInfo_0);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWaitTarget
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWaitTarget(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWaitTarget");
|
|
|
|
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWaitTarget Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TaskInstanceName = TaskInstanceName;
|
|
Parms.MontageToPlay = MontageToPlay;
|
|
Parms.AnimPlayRate = AnimPlayRate;
|
|
Parms.SectionToPlay = SectionToPlay;
|
|
Parms.OverrideSection = OverrideSection;
|
|
Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWithCharPartsWait
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortCharacterPartMontageInfo>&CharacterPartMontages (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// float AnimPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName OverrideSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AnimRootMotionTranslationScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWithCharPartsWait(class UObject* WorldContextObject, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, const TArray<struct FFortCharacterPartMontageInfo>& CharacterPartMontages, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWithCharPartsWait");
|
|
|
|
Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWithCharPartsWait Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TaskInstanceName = TaskInstanceName;
|
|
Parms.MontageToPlay = MontageToPlay;
|
|
Parms.CharacterPartMontages = std::move(CharacterPartMontages);
|
|
Parms.AnimPlayRate = AnimPlayRate;
|
|
Parms.SectionToPlay = SectionToPlay;
|
|
Parms.OverrideSection = OverrideSection;
|
|
Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataCancelledCallback
|
|
// (Final, Native, Public)
|
|
|
|
void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataCancelledCallback()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataCancelledCallback");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataReadyCallback
|
|
// (Final, Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataReadyCallback");
|
|
|
|
Params::FortAbilityTask_PlayMontageWaitTarget_OnTargetDataReadyCallback Parms{};
|
|
|
|
Parms.TargetData = std::move(TargetData);
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.AlignRotationTo4WaysHitReaction
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float FrontOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float BackOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float LeftOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float RightOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::AlignRotationTo4WaysHitReaction(const struct FVector& HitDirection, float FrontOffset, float BackOffset, float LeftOffset, float RightOffset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "AlignRotationTo4WaysHitReaction");
|
|
|
|
Params::FortPawn_AlignRotationTo4WaysHitReaction Parms{};
|
|
|
|
Parms.HitDirection = std::move(HitDirection);
|
|
Parms.FrontOffset = FrontOffset;
|
|
Parms.BackOffset = BackOffset;
|
|
Parms.LeftOffset = LeftOffset;
|
|
Parms.RightOffset = RightOffset;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.AlignRotationToHitDirection
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::AlignRotationToHitDirection(const struct FVector& HitDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "AlignRotationToHitDirection");
|
|
|
|
Params::FortPawn_AlignRotationToHitDirection Parms{};
|
|
|
|
Parms.HitDirection = std::move(HitDirection);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.AnimMontage_LocalJumpToSectionName
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::AnimMontage_LocalJumpToSectionName(class FName SectionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "AnimMontage_LocalJumpToSectionName");
|
|
|
|
Params::FortPawn_AnimMontage_LocalJumpToSectionName Parms{};
|
|
|
|
Parms.SectionName = SectionName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.AnimMontage_LocalSetNextSectionName
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAnimMontage* AnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName SectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NextSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::AnimMontage_LocalSetNextSectionName(class UAnimMontage* AnimMontage, class FName SectionName, class FName NextSectionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "AnimMontage_LocalSetNextSectionName");
|
|
|
|
Params::FortPawn_AnimMontage_LocalSetNextSectionName Parms{};
|
|
|
|
Parms.AnimMontage = AnimMontage;
|
|
Parms.SectionName = SectionName;
|
|
Parms.NextSectionName = NextSectionName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.ApplyKnockback
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// float KnockbackMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float KnockbackZAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& ImpulseDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::ApplyKnockback(float KnockbackMagnitude, float KnockbackZAngle, const struct FVector& ImpulseDir)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "ApplyKnockback");
|
|
|
|
Params::FortPawn_ApplyKnockback Parms{};
|
|
|
|
Parms.KnockbackMagnitude = KnockbackMagnitude;
|
|
Parms.KnockbackZAngle = KnockbackZAngle;
|
|
Parms.ImpulseDir = std::move(ImpulseDir);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.AttachAssetToSocket
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FAssetAttachment& InAttachment (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::AttachAssetToSocket(const struct FAssetAttachment& InAttachment)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "AttachAssetToSocket");
|
|
|
|
Params::FortPawn_AttachAssetToSocket Parms{};
|
|
|
|
Parms.InAttachment = std::move(InAttachment);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.ClientInternalEquipWeapon
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
|
|
// Parameters:
|
|
// class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::ClientInternalEquipWeapon(class AFortWeapon* Weap)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "ClientInternalEquipWeapon");
|
|
|
|
Params::FortPawn_ClientInternalEquipWeapon Parms{};
|
|
|
|
Parms.Weap = Weap;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.DetachAssetFromSocket
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::DetachAssetFromSocket(class FName SocketName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "DetachAssetFromSocket");
|
|
|
|
Params::FortPawn_DetachAssetFromSocket Parms{};
|
|
|
|
Parms.SocketName = SocketName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.DoFatalDamage
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAbilitySystemComponent* KillerAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::DoFatalDamage(class UAbilitySystemComponent* KillerAbilitySystemComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "DoFatalDamage");
|
|
|
|
Params::FortPawn_DoFatalDamage Parms{};
|
|
|
|
Parms.KillerAbilitySystemComponent = KillerAbilitySystemComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.ForceKill
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& DeathReason (Parm, NativeAccessSpecifierPublic)
|
|
// class AController* KillerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* KillerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::ForceKill(const struct FGameplayTag& DeathReason, class AController* KillerController, class AActor* KillerActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "ForceKill");
|
|
|
|
Params::FortPawn_ForceKill Parms{};
|
|
|
|
Parms.DeathReason = std::move(DeathReason);
|
|
Parms.KillerController = KillerController;
|
|
Parms.KillerActor = KillerActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GameplayCue
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::GameplayCue(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GameplayCue");
|
|
|
|
Params::FortPawn_GameplayCue Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GameplayCue_Damage
|
|
// (Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GameplayCue_Damage");
|
|
|
|
Params::FortPawn_GameplayCue_Damage Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GameplayCue_InstantDeath
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GameplayCue_InstantDeath");
|
|
|
|
Params::FortPawn_GameplayCue_InstantDeath Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetAssetSkeletalMeshComponentAttachment
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USkeletalMeshComponent* AFortPawn::GetAssetSkeletalMeshComponentAttachment(class FName SocketName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetAssetSkeletalMeshComponentAttachment");
|
|
|
|
Params::FortPawn_GetAssetSkeletalMeshComponentAttachment Parms{};
|
|
|
|
Parms.SocketName = SocketName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetAssetStaticMeshComponentAttachment
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UStaticMeshComponent* AFortPawn::GetAssetStaticMeshComponentAttachment(class FName SocketName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetAssetStaticMeshComponentAttachment");
|
|
|
|
Params::FortPawn_GetAssetStaticMeshComponentAttachment Parms{};
|
|
|
|
Parms.SocketName = SocketName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetCurrentFeedbackDuration
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetCurrentFeedbackDuration()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetCurrentFeedbackDuration");
|
|
|
|
Params::FortPawn_GetCurrentFeedbackDuration Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetCurrentMontageSectionTimeLeft
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetCurrentMontageSectionTimeLeft()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetCurrentMontageSectionTimeLeft");
|
|
|
|
Params::FortPawn_GetCurrentMontageSectionTimeLeft Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetFeedbackAudioComponent
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAudioComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UAudioComponent* AFortPawn::GetFeedbackAudioComponent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetFeedbackAudioComponent");
|
|
|
|
Params::FortPawn_GetFeedbackAudioComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetHealthPercent
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetHealthPercent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetHealthPercent");
|
|
|
|
Params::FortPawn_GetHealthPercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMyMovementBaseActor
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortPawn::GetMyMovementBaseActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMyMovementBaseActor");
|
|
|
|
Params::FortPawn_GetMyMovementBaseActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetPawnMID
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMaterialInstanceDynamic* AFortPawn::GetPawnMID(int32 ElementIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetPawnMID");
|
|
|
|
Params::FortPawn_GetPawnMID Parms{};
|
|
|
|
Parms.ElementIndex = ElementIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.HandleIsDying
|
|
// (Native, Public)
|
|
|
|
void AFortPawn::HandleIsDying()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "HandleIsDying");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.HandleIsHiddenForDeath
|
|
// (Native, Public)
|
|
|
|
void AFortPawn::HandleIsHiddenForDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "HandleIsHiddenForDeath");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.HideBodyOnDeath
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void AFortPawn::HideBodyOnDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "HideBodyOnDeath");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.HoldAnimationFrames
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float StartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float HoldTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::HoldAnimationFrames(float StartTime, float HoldTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "HoldAnimationFrames");
|
|
|
|
Params::FortPawn_HoldAnimationFrames Parms{};
|
|
|
|
Parms.StartTime = StartTime;
|
|
Parms.HoldTime = HoldTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.InitializeDeathHitSocket
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& WorldNormal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::InitializeDeathHitSocket(const struct FVector& WorldLocation, const struct FVector& WorldNormal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "InitializeDeathHitSocket");
|
|
|
|
Params::FortPawn_InitializeDeathHitSocket Parms{};
|
|
|
|
Parms.WorldLocation = std::move(WorldLocation);
|
|
Parms.WorldNormal = std::move(WorldNormal);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnBaseChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* NewBase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnBaseChanged(class AActor* NewBase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnBaseChanged");
|
|
|
|
Params::FortPawn_OnBaseChanged Parms{};
|
|
|
|
Parms.NewBase = NewBase;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnBumpPushedPawn
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PushTimeLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnBumpPushedPawn(class AFortPawn* InstigatedBy, float PushTimeLeft)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnBumpPushedPawn");
|
|
|
|
Params::FortPawn_OnBumpPushedPawn Parms{};
|
|
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.PushTimeLeft = PushTimeLeft;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnDamagePlayEffects
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnDamagePlayEffects");
|
|
|
|
Params::FortPawn_OnDamagePlayEffects Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnDamageServer
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnDamageServer");
|
|
|
|
Params::FortPawn_OnDamageServer Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnDamageZoneStatusChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnDamageZoneStatusChanged(EFortDamageZone Zone, bool bStatus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnDamageZoneStatusChanged");
|
|
|
|
Params::FortPawn_OnDamageZoneStatusChanged Parms{};
|
|
|
|
Parms.Zone = Zone;
|
|
Parms.bStatus = bStatus;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnDeathPlayEffects
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnDeathPlayEffects");
|
|
|
|
Params::FortPawn_OnDeathPlayEffects Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnDeathServer
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnDeathServer");
|
|
|
|
Params::FortPawn_OnDeathServer Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnMontageEnded
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnMontageEnded");
|
|
|
|
Params::FortPawn_OnMontageEnded Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
Parms.bInterrupted = bInterrupted;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnMontageStarted
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnMontageStarted(class UAnimMontage* Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnMontageStarted");
|
|
|
|
Params::FortPawn_OnMontageStarted Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_bWeaponHolstered
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPawn::OnRep_bWeaponHolstered()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_bWeaponHolstered");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_CurrentWeapon
|
|
// (Native, Public)
|
|
|
|
void AFortPawn::OnRep_CurrentWeapon()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_CurrentWeapon");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_DamageZoneActiveBitMask
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPawn::OnRep_DamageZoneActiveBitMask()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_DamageZoneActiveBitMask");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_PawnUniqueID
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPawn::OnRep_PawnUniqueID()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_PawnUniqueID");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_PushMomentum
|
|
// (Final, Native, Private)
|
|
|
|
void AFortPawn::OnRep_PushMomentum()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_PushMomentum");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnRep_VocalChords
|
|
// (Native, Public)
|
|
|
|
void AFortPawn::OnRep_VocalChords()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnRep_VocalChords");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnStunned
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AFortPawn::OnStunned()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnStunned");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnStunnedEffectBegin
|
|
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AFortPawn::OnStunnedEffectBegin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnStunnedEffectBegin");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnStunnedEffectEnd
|
|
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AFortPawn::OnStunnedEffectEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnStunnedEffectEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.OnWeaponEquipped
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortWeapon* NewWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortWeapon* PrevWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "OnWeaponEquipped");
|
|
|
|
Params::FortPawn_OnWeaponEquipped Parms{};
|
|
|
|
Parms.NewWeapon = NewWeapon;
|
|
Parms.PrevWeapon = PrevWeapon;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PawnUniqueIDSet
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPawn::PawnUniqueIDSet()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PawnUniqueIDSet");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PickUpActor
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* PickupTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortDecoItemDefinition* PlacementDecoItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::PickUpActor(class AActor* PickupTarget, class UFortDecoItemDefinition* PlacementDecoItemDefinition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PickUpActor");
|
|
|
|
Params::FortPawn_PickUpActor Parms{};
|
|
|
|
Parms.PickupTarget = PickupTarget;
|
|
Parms.PlacementDecoItemDefinition = PlacementDecoItemDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PlayFootStepSound
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 FootDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::PlayFootStepSound(int32 FootDown)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PlayFootStepSound");
|
|
|
|
Params::FortPawn_PlayFootStepSound Parms{};
|
|
|
|
Parms.FootDown = FootDown;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PlayHitReactionAdditiveCringe
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortPawn::PlayHitReactionAdditiveCringe()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PlayHitReactionAdditiveCringe");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PlayLocalAnimMontage
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAnimMontage* NewAnimMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InPlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName StartSectionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::PlayLocalAnimMontage(class UAnimMontage* NewAnimMontage, float InPlayRate, class FName StartSectionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PlayLocalAnimMontage");
|
|
|
|
Params::FortPawn_PlayLocalAnimMontage Parms{};
|
|
|
|
Parms.NewAnimMontage = NewAnimMontage;
|
|
Parms.InPlayRate = InPlayRate;
|
|
Parms.StartSectionName = StartSectionName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PlaySound
|
|
// (Net, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// class USoundBase* Sound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::PlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PlaySound");
|
|
|
|
Params::FortPawn_PlaySound Parms{};
|
|
|
|
Parms.Sound = Sound;
|
|
Parms.VolumeMultiplier = VolumeMultiplier;
|
|
Parms.PitchMultiplier = PitchMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.PrototypeCharacterMovement
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// EMovementMode MovementMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& LaunchVelocity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::PrototypeCharacterMovement(EMovementMode MovementMode, const struct FVector& LaunchVelocity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "PrototypeCharacterMovement");
|
|
|
|
Params::FortPawn_PrototypeCharacterMovement Parms{};
|
|
|
|
Parms.MovementMode = MovementMode;
|
|
Parms.LaunchVelocity = std::move(LaunchVelocity);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.ServerInternalEquipWeapon
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AFortWeapon* Weap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::ServerInternalEquipWeapon(class AFortWeapon* Weap)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "ServerInternalEquipWeapon");
|
|
|
|
Params::FortPawn_ServerInternalEquipWeapon Parms{};
|
|
|
|
Parms.Weap = Weap;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.ServerTeleportNearLocation
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FVector& ActorLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::ServerTeleportNearLocation(const struct FVector& ActorLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "ServerTeleportNearLocation");
|
|
|
|
Params::FortPawn_ServerTeleportNearLocation Parms{};
|
|
|
|
Parms.ActorLocation = std::move(ActorLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetDamageZoneActiveStatus
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetDamageZoneActiveStatus(EFortDamageZone Zone, bool bActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetDamageZoneActiveStatus");
|
|
|
|
Params::FortPawn_SetDamageZoneActiveStatus Parms{};
|
|
|
|
Parms.Zone = Zone;
|
|
Parms.bActive = bActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetFNameBasedOnHitDirection
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class FName* NameResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NameFront (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NameBack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NameLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NameRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetFNameBasedOnHitDirection(const struct FVector& HitDirection, class FName* NameResult, class FName NameFront, class FName NameBack, class FName NameLeft, class FName NameRight)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetFNameBasedOnHitDirection");
|
|
|
|
Params::FortPawn_SetFNameBasedOnHitDirection Parms{};
|
|
|
|
Parms.HitDirection = std::move(HitDirection);
|
|
Parms.NameFront = NameFront;
|
|
Parms.NameBack = NameBack;
|
|
Parms.NameLeft = NameLeft;
|
|
Parms.NameRight = NameRight;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (NameResult != nullptr)
|
|
*NameResult = Parms.NameResult;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetHealth
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float NewHealthVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetHealth(float NewHealthVal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetHealth");
|
|
|
|
Params::FortPawn_SetHealth Parms{};
|
|
|
|
Parms.NewHealthVal = NewHealthVal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetHolsterWeapon
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bHolster (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetHolsterWeapon(bool bHolster)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetHolsterWeapon");
|
|
|
|
Params::FortPawn_SetHolsterWeapon Parms{};
|
|
|
|
Parms.bHolster = bHolster;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetPawnAndControlRotation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FRotator& NewRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetPawnAndControlRotation(const struct FRotator& NewRotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetPawnAndControlRotation");
|
|
|
|
Params::FortPawn_SetPawnAndControlRotation Parms{};
|
|
|
|
Parms.NewRotation = std::move(NewRotation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.SetPawnVisibility
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewHidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::SetPawnVisibility(bool bNewHidden)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "SetPawnVisibility");
|
|
|
|
Params::FortPawn_SetPawnVisibility Parms{};
|
|
|
|
Parms.bNewHidden = bNewHidden;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.StartPushMomentum
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& NewPushMomentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float Duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::StartPushMomentum(const struct FVector& NewPushMomentum, float Duration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "StartPushMomentum");
|
|
|
|
Params::FortPawn_StartPushMomentum Parms{};
|
|
|
|
Parms.NewPushMomentum = std::move(NewPushMomentum);
|
|
Parms.Duration = Duration;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.StealFromActor
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPawn* PawnToStealFrom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::StealFromActor(class AFortPawn* PawnToStealFrom)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "StealFromActor");
|
|
|
|
Params::FortPawn_StealFromActor Parms{};
|
|
|
|
Parms.PawnToStealFrom = PawnToStealFrom;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.StopPushMomentum
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortPawn::StopPushMomentum()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "StopPushMomentum");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.TriggerFeedbackEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::TriggerFeedbackEvent(class FName EventName, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "TriggerFeedbackEvent");
|
|
|
|
Params::FortPawn_TriggerFeedbackEvent Parms{};
|
|
|
|
Parms.EventName = EventName;
|
|
Parms.InstigatorPawn = InstigatorPawn;
|
|
Parms.Recipient = Recipient;
|
|
Parms.OverriddenDelay = OverriddenDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetAbilityDecisionWindowTriggerTag
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FGameplayTag AFortPawn::GetAbilityDecisionWindowTriggerTag(bool bPrimaryInput) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetAbilityDecisionWindowTriggerTag");
|
|
|
|
Params::FortPawn_GetAbilityDecisionWindowTriggerTag Parms{};
|
|
|
|
Parms.bPrimaryInput = bPrimaryInput;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetDamageZone
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDamageZone ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortDamageZone AFortPawn::GetDamageZone(class FName BoneName) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetDamageZone");
|
|
|
|
Params::FortPawn_GetDamageZone Parms{};
|
|
|
|
Parms.BoneName = BoneName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetDefaultTargetingOrigin
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortPawn::GetDefaultTargetingOrigin() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetDefaultTargetingOrigin");
|
|
|
|
Params::FortPawn_GetDefaultTargetingOrigin Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetDefaultTargetingRotation
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AFortPawn::GetDefaultTargetingRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetDefaultTargetingRotation");
|
|
|
|
Params::FortPawn_GetDefaultTargetingRotation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetEncounterInfo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* AFortPawn::GetEncounterInfo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetEncounterInfo");
|
|
|
|
Params::FortPawn_GetEncounterInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetHealth
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetHealth() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetHealth");
|
|
|
|
Params::FortPawn_GetHealth Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMaxHealth
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetMaxHealth() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMaxHealth");
|
|
|
|
Params::FortPawn_GetMaxHealth Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMaxShield
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetMaxShield() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMaxShield");
|
|
|
|
Params::FortPawn_GetMaxShield Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMeleeComboCounter
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortPawn::GetMeleeComboCounter() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMeleeComboCounter");
|
|
|
|
Params::FortPawn_GetMeleeComboCounter Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMeleeRange
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetMeleeRange() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMeleeRange");
|
|
|
|
Params::FortPawn_GetMeleeRange Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMeleeReticleStrikeAngle
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool bPrimaryInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetMeleeReticleStrikeAngle(bool bPrimaryInput) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMeleeReticleStrikeAngle");
|
|
|
|
Params::FortPawn_GetMeleeReticleStrikeAngle Parms{};
|
|
|
|
Parms.bPrimaryInput = bPrimaryInput;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetMovementPredictionPosition
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float PredictionDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortPawn::GetMovementPredictionPosition(float PredictionDeltaTime) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetMovementPredictionPosition");
|
|
|
|
Params::FortPawn_GetMovementPredictionPosition Parms{};
|
|
|
|
Parms.PredictionDeltaTime = PredictionDeltaTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetShield
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPawn::GetShield() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetShield");
|
|
|
|
Params::FortPawn_GetShield Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetSphericalHitDirection
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float* Azimuth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* Elevation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn::GetSphericalHitDirection(const struct FVector& HitDirection, float* Azimuth, float* Elevation) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetSphericalHitDirection");
|
|
|
|
Params::FortPawn_GetSphericalHitDirection Parms{};
|
|
|
|
Parms.HitDirection = std::move(HitDirection);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Azimuth != nullptr)
|
|
*Azimuth = Parms.Azimuth;
|
|
|
|
if (Elevation != nullptr)
|
|
*Elevation = Parms.Elevation;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.GetTargetingTransform
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortGameplayAbility* SourceAbility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform AFortPawn::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "GetTargetingTransform");
|
|
|
|
Params::FortPawn_GetTargetingTransform Parms{};
|
|
|
|
Parms.Source = Source;
|
|
Parms.SourceAbility = SourceAbility;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.HasCurrentMontage
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::HasCurrentMontage() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "HasCurrentMontage");
|
|
|
|
Params::FortPawn_HasCurrentMontage Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.IsDamageZoneActive
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortDamageZone Zone (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::IsDamageZoneActive(EFortDamageZone Zone) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "IsDamageZoneActive");
|
|
|
|
Params::FortPawn_IsDamageZoneActive Parms{};
|
|
|
|
Parms.Zone = Zone;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.IsDead
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::IsDead() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "IsDead");
|
|
|
|
Params::FortPawn_IsDead Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.IsFrontalHit
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& HitDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::IsFrontalHit(const struct FVector& HitDirection) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "IsFrontalHit");
|
|
|
|
Params::FortPawn_IsFrontalHit Parms{};
|
|
|
|
Parms.HitDirection = std::move(HitDirection);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn.IsWeaponHolstered
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn::IsWeaponHolstered() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn", "IsWeaponHolstered");
|
|
|
|
Params::FortPawn_IsWeaponHolstered Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectAttach
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AActor* AttachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortCarriedObjectHolderInterface::OnCarriedObjectAttach(class AActor* AttachedObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectAttach");
|
|
|
|
Params::FortCarriedObjectHolderInterface_OnCarriedObjectAttach Parms{};
|
|
|
|
Parms.AttachedObject = AttachedObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectDetach
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// class AActor* DetachedObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortCarriedObjectHolderInterface::OnCarriedObjectDetach(class AActor* DetachedObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectDetach");
|
|
|
|
Params::FortCarriedObjectHolderInterface_OnCarriedObjectDetach Parms{};
|
|
|
|
Parms.DetachedObject = DetachedObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObjectHolderInterface.CanHoldObject
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// class AActor* CarriableObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortCarriedObjectHolderInterface::CanHoldObject(class AActor* CarriableObject) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "CanHoldObject");
|
|
|
|
Params::FortCarriedObjectHolderInterface_CanHoldObject Parms{};
|
|
|
|
Parms.CarriableObject = CarriableObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObjectHolderInterface.GetAttachmentComponent
|
|
// (Native, Public, Const)
|
|
// Parameters:
|
|
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USceneComponent* IFortCarriedObjectHolderInterface::GetAttachmentComponent(class FName SocketName) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetAttachmentComponent");
|
|
|
|
Params::FortCarriedObjectHolderInterface_GetAttachmentComponent Parms{};
|
|
|
|
Parms.SocketName = SocketName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCarriedObjectHolderInterface.GetCarriedObjectAttachmentInfo
|
|
// (Native, Public, HasOutParams, Const)
|
|
// Parameters:
|
|
// struct FCarriedObjectAttachmentInfo* OutAttachInfo (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void IFortCarriedObjectHolderInterface::GetCarriedObjectAttachmentInfo(struct FCarriedObjectAttachmentInfo* OutAttachInfo) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetCarriedObjectAttachmentInfo");
|
|
|
|
Params::FortCarriedObjectHolderInterface_GetCarriedObjectAttachmentInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutAttachInfo != nullptr)
|
|
*OutAttachInfo = std::move(Parms.OutAttachInfo);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.ShouldSpawnGuardians
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::ShouldSpawnGuardians()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIDirector", "ShouldSpawnGuardians");
|
|
|
|
Params::FortAIDirector_ShouldSpawnGuardians Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.Activate
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIDirector::Activate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "Activate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.Deactivate
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIDirector::Deactivate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "Deactivate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.GetClosestRift
|
|
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& TestPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float MinDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABuildingRift* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingRift* AFortAIDirector::GetClosestRift(const struct FVector& TestPosition, float MinDistance, float MaxDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "GetClosestRift");
|
|
|
|
Params::FortAIDirector_GetClosestRift Parms{};
|
|
|
|
Parms.TestPosition = std::move(TestPosition);
|
|
Parms.MinDistance = MinDistance;
|
|
Parms.MaxDistance = MaxDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.GetNumPlayers
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortAIDirector::GetNumPlayers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "GetNumPlayers");
|
|
|
|
Params::FortAIDirector_GetNumPlayers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnDayPhaseChanged
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnDayPhaseChanged");
|
|
|
|
Params::FortAIDirector_OnDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnDirectorDeactivated
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnDirectorDeactivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnDirectorDeactivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnFadeStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnFadeStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnFadeStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnPawnDied
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortAIPawn* KilledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::OnPawnDied(class AFortAIPawn* KilledPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnPawnDied");
|
|
|
|
Params::FortAIDirector_OnPawnDied Parms{};
|
|
|
|
Parms.KilledPawn = KilledPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnPeakStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnPeakStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnPeakStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnPlayerDied
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::OnPlayerDied(class AFortPlayerPawn* PlayerPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnPlayerDied");
|
|
|
|
Params::FortAIDirector_OnPlayerDied Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnPlayerSpawn
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::OnPlayerSpawn(class AFortPlayerPawn* PlayerPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnPlayerSpawn");
|
|
|
|
Params::FortAIDirector_OnPlayerSpawn Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnRampStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnRampStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnRampStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnReadyToSpawnGuardians
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<class ABuildingContainer*>&BuildingContainersToGuard (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::OnReadyToSpawnGuardians(const TArray<class ABuildingContainer*>& BuildingContainersToGuard)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnReadyToSpawnGuardians");
|
|
|
|
Params::FortAIDirector_OnReadyToSpawnGuardians Parms{};
|
|
|
|
Parms.BuildingContainersToGuard = std::move(BuildingContainersToGuard);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnRestStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnRestStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnRestStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnStartSpawningPATrolls
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnStartSpawningPATrolls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnStartSpawningPATrolls");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.OnStopSpawningPATrolls
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIDirector::OnStopSpawningPATrolls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "OnStopSpawningPATrolls");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.PostDayPhaseChanged
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::PostDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "PostDayPhaseChanged");
|
|
|
|
Params::FortAIDirector_PostDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.ReceivePawnSpawned
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* SpawnedPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::ReceivePawnSpawned(class AFortPawn* SpawnedPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "ReceivePawnSpawned");
|
|
|
|
Params::FortAIDirector_ReceivePawnSpawned Parms{};
|
|
|
|
Parms.SpawnedPawn = SpawnedPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.RegisterPatrolWard
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::RegisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "RegisterPatrolWard");
|
|
|
|
Params::FortAIDirector_RegisterPatrolWard Parms{};
|
|
|
|
Parms.PatrolWard = PatrolWard;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.UnregisterPatrolWard
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirector::UnregisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "UnregisterPatrolWard");
|
|
|
|
Params::FortAIDirector_UnregisterPatrolWard Parms{};
|
|
|
|
Parms.PatrolWard = PatrolWard;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.IsAnyActiveEncounterRelevantToPlayer
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(class AFortPlayerPawn* Player) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "IsAnyActiveEncounterRelevantToPlayer");
|
|
|
|
Params::FortAIDirector_IsAnyActiveEncounterRelevantToPlayer Parms{};
|
|
|
|
Parms.Player = Player;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.IsAnyAIRelevantToPlayer
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::IsAnyAIRelevantToPlayer(class AFortPlayerPawn* Player) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "IsAnyAIRelevantToPlayer");
|
|
|
|
Params::FortAIDirector_IsAnyAIRelevantToPlayer Parms{};
|
|
|
|
Parms.Player = Player;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.IsAnyEncounterGoalWithinDistanceOfPoint
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOnlyActiveEncounters (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const struct FVector& Point, float Distance, bool bOnlyActiveEncounters) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "IsAnyEncounterGoalWithinDistanceOfPoint");
|
|
|
|
Params::FortAIDirector_IsAnyEncounterGoalWithinDistanceOfPoint Parms{};
|
|
|
|
Parms.Point = std::move(Point);
|
|
Parms.Distance = Distance;
|
|
Parms.bOnlyActiveEncounters = bOnlyActiveEncounters;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.IsLineTooCloseToPatrolWards
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& LineStart (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& LineEnd (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::IsLineTooCloseToPatrolWards(const struct FVector& LineStart, const struct FVector& LineEnd) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "IsLineTooCloseToPatrolWards");
|
|
|
|
Params::FortAIDirector_IsLineTooCloseToPatrolWards Parms{};
|
|
|
|
Parms.LineStart = std::move(LineStart);
|
|
Parms.LineEnd = std::move(LineEnd);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirector.IsPointTooCloseToPatrolWards
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const EWardAffectType WardEffectTypeFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIDirector::IsPointTooCloseToPatrolWards(const struct FVector& Point, const EWardAffectType WardEffectTypeFilter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirector", "IsPointTooCloseToPatrolWards");
|
|
|
|
Params::FortAIDirector_IsPointTooCloseToPatrolWards Parms{};
|
|
|
|
Parms.Point = std::move(Point);
|
|
Parms.WardEffectTypeFilter = WardEffectTypeFilter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthSet.OnRep_CurrentShield
|
|
// (Final, Native, Public)
|
|
|
|
void UFortHealthSet::OnRep_CurrentShield()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthSet", "OnRep_CurrentShield");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthSet.OnRep_Health
|
|
// (Final, Native, Public)
|
|
|
|
void UFortHealthSet::OnRep_Health()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthSet", "OnRep_Health");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthSet.OnRep_MaxHealth
|
|
// (Final, Native, Public)
|
|
|
|
void UFortHealthSet::OnRep_MaxHealth()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthSet", "OnRep_MaxHealth");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthSet.OnRep_Shield
|
|
// (Final, Native, Public)
|
|
|
|
void UFortHealthSet::OnRep_Shield()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthSet", "OnRep_Shield");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetGroundSpeedForUrgency
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIPawn::GetGroundSpeedForUrgency(class AFortAIPawn* FortAIPawn, EFortMovementUrgency Urgency)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIPawn", "GetGroundSpeedForUrgency");
|
|
|
|
Params::FortAIPawn_GetGroundSpeedForUrgency Parms{};
|
|
|
|
Parms.FortAIPawn = FortAIPawn;
|
|
Parms.Urgency = Urgency;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetMovementStyle
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class AFortAIPawn* FortAIPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortMovementStyle AFortAIPawn::GetMovementStyle(const class AFortAIPawn* FortAIPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementStyle");
|
|
|
|
Params::FortAIPawn_GetMovementStyle Parms{};
|
|
|
|
Parms.FortAIPawn = FortAIPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetMovementUrgency
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortMovementUrgency ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortMovementUrgency AFortAIPawn::GetMovementUrgency(class AFortAIPawn* FortAIPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementUrgency");
|
|
|
|
Params::FortAIPawn_GetMovementUrgency Parms{};
|
|
|
|
Parms.FortAIPawn = FortAIPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.AddFortAbilitySet
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAbilitySet* FortAbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::AddFortAbilitySet(class UFortAbilitySet* FortAbilitySet)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "AddFortAbilitySet");
|
|
|
|
Params::FortAIPawn_AddFortAbilitySet Parms{};
|
|
|
|
Parms.FortAbilitySet = FortAbilitySet;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.BroadcastSpawnFromRift
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIPawn::BroadcastSpawnFromRift()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "BroadcastSpawnFromRift");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.DestroyStolenItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::DestroyStolenItem()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "DestroyStolenItem");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.DetermineFailedToReachGoalState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::DetermineFailedToReachGoalState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "DetermineFailedToReachGoalState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.DetermineProximateState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::DetermineProximateState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "DetermineProximateState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.DetermineReachedGoalState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::DetermineReachedGoalState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "DetermineReachedGoalState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.DropStolenItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::DropStolenItem()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "DropStolenItem");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.FailsafeKill
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::FailsafeKill()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "FailsafeKill");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.FinishSpawning
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIPawn::FinishSpawning()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "FinishSpawning");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.HandleFailedToReachGoalState
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::HandleFailedToReachGoalState(const class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "HandleFailedToReachGoalState");
|
|
|
|
Params::FortAIPawn_HandleFailedToReachGoalState Parms{};
|
|
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.HandleReachedGoalState
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::HandleReachedGoalState(const class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "HandleReachedGoalState");
|
|
|
|
Params::FortAIPawn_HandleReachedGoalState Parms{};
|
|
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.HasStolenItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::HasStolenItem()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "HasStolenItem");
|
|
|
|
Params::FortAIPawn_HasStolenItem Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.IsValidNavigationLocation
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::IsValidNavigationLocation(const struct FVector& Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "IsValidNavigationLocation");
|
|
|
|
Params::FortAIPawn_IsValidNavigationLocation Parms{};
|
|
|
|
Parms.Location = std::move(Location);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnBeginSleepEffects
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIPawn::OnBeginSleepEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnBeginSleepEffects");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnDetermineProximateState
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::OnDetermineProximateState(const class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnDetermineProximateState");
|
|
|
|
Params::FortAIPawn_OnDetermineProximateState Parms{};
|
|
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnEndSleepEffects
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIPawn::OnEndSleepEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnEndSleepEffects");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnForceSpawnEffectCompletion
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIPawn::OnForceSpawnEffectCompletion()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnForceSpawnEffectCompletion");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnRep_bIsSleeping
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortAIPawn::OnRep_bIsSleeping()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnRep_bIsSleeping");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnRep_CurrentFortAILODLevel
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIPawn::OnRep_CurrentFortAILODLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnRep_CurrentFortAILODLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnRep_FinishSpawning
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIPawn::OnRep_FinishSpawning()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnRep_FinishSpawning");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnSleepingAIsFloorBuildingActorDied
|
|
// (Final, Native, Public, HasDefaults)
|
|
// Parameters:
|
|
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::OnSleepingAIsFloorBuildingActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnSleepingAIsFloorBuildingActorDied");
|
|
|
|
Params::FortAIPawn_OnSleepingAIsFloorBuildingActorDied Parms{};
|
|
|
|
Parms.DamagedActor = DamagedActor;
|
|
Parms.Damage = Damage;
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.HitLocation = std::move(HitLocation);
|
|
Parms.FHitComponent = FHitComponent;
|
|
Parms.BoneName = BoneName;
|
|
Parms.Momentum = std::move(Momentum);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.OnSpawnedFromRift
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortAIPawn::OnSpawnedFromRift()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "OnSpawnedFromRift");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetAIType
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortressAIType InAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetAIType(EFortressAIType InAIType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetAIType");
|
|
|
|
Params::FortAIPawn_SetAIType Parms{};
|
|
|
|
Parms.InAIType = InAIType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetEncounterInfo
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* InEncounterInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetEncounterInfo(class UFortAIEncounterInfo* InEncounterInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetEncounterInfo");
|
|
|
|
Params::FortAIPawn_SetEncounterInfo Parms{};
|
|
|
|
Parms.InEncounterInfo = InEncounterInfo;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetEyeColor
|
|
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLinearColor& NewEyeColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float NewEyeBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetEyeColor(const struct FLinearColor& NewEyeColor, float NewEyeBrightness)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetEyeColor");
|
|
|
|
Params::FortAIPawn_SetEyeColor Parms{};
|
|
|
|
Parms.NewEyeColor = std::move(NewEyeColor);
|
|
Parms.NewEyeBrightness = NewEyeBrightness;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetIsCharging
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewIsCharging (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetIsCharging(bool bNewIsCharging)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetIsCharging");
|
|
|
|
Params::FortAIPawn_SetIsCharging Parms{};
|
|
|
|
Parms.bNewIsCharging = bNewIsCharging;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetMovementUrgency
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortMovementUrgency Urgency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetMovementUrgency(EFortMovementUrgency Urgency)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetMovementUrgency");
|
|
|
|
Params::FortAIPawn_SetMovementUrgency Parms{};
|
|
|
|
Parms.Urgency = Urgency;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetRequiresNormalLOD
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bRequiresNormalLOD_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetRequiresNormalLOD(bool bRequiresNormalLOD_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetRequiresNormalLOD");
|
|
|
|
Params::FortAIPawn_SetRequiresNormalLOD Parms{};
|
|
|
|
Parms.bRequiresNormalLOD_0 = bRequiresNormalLOD_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.SetSkinColor
|
|
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLinearColor& NewSkinColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float NewSkinBrightness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIPawn::SetSkinColor(const struct FLinearColor& NewSkinColor, float NewSkinBrightness)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "SetSkinColor");
|
|
|
|
Params::FortAIPawn_SetSkinColor Parms{};
|
|
|
|
Parms.NewSkinColor = std::move(NewSkinColor);
|
|
Parms.NewSkinBrightness = NewSkinBrightness;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.StartMovingAndThinking
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIPawn::StartMovingAndThinking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "StartMovingAndThinking");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.TurnOnSleepingOptimizations
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIPawn::TurnOnSleepingOptimizations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "TurnOnSleepingOptimizations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.CanOpenDoors
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::CanOpenDoors() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "CanOpenDoors");
|
|
|
|
Params::FortAIPawn_CanOpenDoors Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceEffect
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UParticleSystem* AFortAIPawn::GetImpactPhysicalSurfaceEffect(const struct FHitResult& Impact) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceEffect");
|
|
|
|
Params::FortAIPawn_GetImpactPhysicalSurfaceEffect Parms{};
|
|
|
|
Parms.Impact = std::move(Impact);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceSound
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FHitResult& Impact (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class USoundBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USoundBase* AFortAIPawn::GetImpactPhysicalSurfaceSound(const struct FHitResult& Impact) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceSound");
|
|
|
|
Params::FortAIPawn_GetImpactPhysicalSurfaceSound Parms{};
|
|
|
|
Parms.Impact = std::move(Impact);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetLocalWildcardAsFloat
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIPawn::GetLocalWildcardAsFloat(const struct FFortLocalWildcardData& Data) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsFloat");
|
|
|
|
Params::FortAIPawn_GetLocalWildcardAsFloat Parms{};
|
|
|
|
Parms.Data = std::move(Data);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetLocalWildcardAsInt
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortLocalWildcardData& Data (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortAIPawn::GetLocalWildcardAsInt(const struct FFortLocalWildcardData& Data) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetLocalWildcardAsInt");
|
|
|
|
Params::FortAIPawn_GetLocalWildcardAsInt Parms{};
|
|
|
|
Parms.Data = std::move(Data);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetProximityNotifyDistXY
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIPawn::GetProximityNotifyDistXY() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetProximityNotifyDistXY");
|
|
|
|
Params::FortAIPawn_GetProximityNotifyDistXY Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetSpawnLocation
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortAIPawn::GetSpawnLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetSpawnLocation");
|
|
|
|
Params::FortAIPawn_GetSpawnLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetSpawnRotation
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AFortAIPawn::GetSpawnRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetSpawnRotation");
|
|
|
|
Params::FortAIPawn_GetSpawnRotation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetTimeSinceLastHit
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIPawn::GetTimeSinceLastHit() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetTimeSinceLastHit");
|
|
|
|
Params::FortAIPawn_GetTimeSinceLastHit Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetWildcardDataAsFloat
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIPawn::GetWildcardDataAsFloat(const struct FFortWildcardData& Data) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsFloat");
|
|
|
|
Params::FortAIPawn_GetWildcardDataAsFloat Parms{};
|
|
|
|
Parms.Data = std::move(Data);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.GetWildcardDataAsInt
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortWildcardData& Data (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortAIPawn::GetWildcardDataAsInt(const struct FFortWildcardData& Data) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "GetWildcardDataAsInt");
|
|
|
|
Params::FortAIPawn_GetWildcardDataAsInt Parms{};
|
|
|
|
Parms.Data = std::move(Data);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.ShouldPauseAfterMelee
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::ShouldPauseAfterMelee() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "ShouldPauseAfterMelee");
|
|
|
|
Params::FortAIPawn_ShouldPauseAfterMelee Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.ShouldPerformMeleeLungeAttacks
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::ShouldPerformMeleeLungeAttacks() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "ShouldPerformMeleeLungeAttacks");
|
|
|
|
Params::FortAIPawn_ShouldPerformMeleeLungeAttacks Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIPawn.ShouldStopOnMelee
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIPawn::ShouldStopOnMelee() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIPawn", "ShouldStopOnMelee");
|
|
|
|
Params::FortAIPawn_ShouldStopOnMelee Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenDelayGameplayEffect
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenDelayGameplayEffect() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenDelayGameplayEffect");
|
|
|
|
Params::FortHealthRegenInterface_GetHealthRegenDelayGameplayEffect Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffect
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenGameplayEffect() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffect");
|
|
|
|
Params::FortHealthRegenInterface_GetHealthRegenGameplayEffect Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffectClass
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetHealthRegenGameplayEffectClass() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffectClass");
|
|
|
|
Params::FortHealthRegenInterface_GetHealthRegenGameplayEffectClass Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenDelayGameplayEffect
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenDelayGameplayEffect() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenDelayGameplayEffect");
|
|
|
|
Params::FortHealthRegenInterface_GetShieldRegenDelayGameplayEffect Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffect
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UGameplayEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenGameplayEffect() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffect");
|
|
|
|
Params::FortHealthRegenInterface_GetShieldRegenGameplayEffect Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffectClass
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetShieldRegenGameplayEffectClass() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffectClass");
|
|
|
|
Params::FortHealthRegenInterface_GetShieldRegenGameplayEffectClass Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.CanPredictJumpApex
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerPawn::CanPredictJumpApex()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "CanPredictJumpApex");
|
|
|
|
Params::FortPlayerPawn_CanPredictJumpApex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ClientNotifyAbilityFailed
|
|
// (Net, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const class UGameplayAbility* FailedAbility (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& FailedReason (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ClientNotifyAbilityFailed(const class UGameplayAbility* FailedAbility, const struct FGameplayTagContainer& FailedReason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ClientNotifyAbilityFailed");
|
|
|
|
Params::FortPlayerPawn_ClientNotifyAbilityFailed Parms{};
|
|
|
|
Parms.FailedAbility = FailedAbility;
|
|
Parms.FailedReason = std::move(FailedReason);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.CycleNextOutfit
|
|
// (Final, Exec, Native, Private)
|
|
|
|
void AFortPlayerPawn::CycleNextOutfit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "CycleNextOutfit");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.CyclePreviousOutfit
|
|
// (Final, Exec, Native, Private)
|
|
|
|
void AFortPlayerPawn::CyclePreviousOutfit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "CyclePreviousOutfit");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetNavLocation
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortPlayerPawn::GetNavLocation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetNavLocation");
|
|
|
|
Params::FortPlayerPawn_GetNavLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.HandleInStasis
|
|
// (Final, Native, Public)
|
|
|
|
void AFortPlayerPawn::HandleInStasis()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "HandleInStasis");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.InternalServerSetTargeting
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bNewTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::InternalServerSetTargeting(bool bNewTargeting)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "InternalServerSetTargeting");
|
|
|
|
Params::FortPlayerPawn_InternalServerSetTargeting Parms{};
|
|
|
|
Parms.bNewTargeting = bNewTargeting;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.OnCharacterPartsReinitialized
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AFortPlayerPawn::OnCharacterPartsReinitialized()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "OnCharacterPartsReinitialized");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.OnCoolDownEnded
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPlayerPawn::OnCoolDownEnded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownEnded");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.OnCoolDownStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPlayerPawn::OnCoolDownStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "OnCoolDownStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.OnRep_CharPartAnimMontageInfo
|
|
// (Final, Native, Private)
|
|
|
|
void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "OnRep_CharPartAnimMontageInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.RandomizeCharacter
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::RandomizeCharacter(const class FString& GenderString)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "RandomizeCharacter");
|
|
|
|
Params::FortPlayerPawn_RandomizeCharacter Parms{};
|
|
|
|
Parms.GenderString = std::move(GenderString);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.RandomizeOutfit
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& GenderString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::RandomizeOutfit(const class FString& GenderString)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "RandomizeOutfit");
|
|
|
|
Params::FortPlayerPawn_RandomizeOutfit Parms{};
|
|
|
|
Parms.GenderString = std::move(GenderString);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerChooseGender
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortCustomGender Gender (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerChooseGender(EFortCustomGender Gender)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerChooseGender");
|
|
|
|
Params::FortPlayerPawn_ServerChooseGender Parms{};
|
|
|
|
Parms.Gender = Gender;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerChoosePart
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UCustomCharacterPart* ChosenCharacterPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerChoosePart(EFortCustomPartType Part, class UCustomCharacterPart* ChosenCharacterPart)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerChoosePart");
|
|
|
|
Params::FortPlayerPawn_ServerChoosePart Parms{};
|
|
|
|
Parms.Part = Part;
|
|
Parms.ChosenCharacterPart = ChosenCharacterPart;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerCycleAccessoryColorSwatch
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerCycleAccessoryColorSwatch(EFortCustomPartType Part, bool bNext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleAccessoryColorSwatch");
|
|
|
|
Params::FortPlayerPawn_ServerCycleAccessoryColorSwatch Parms{};
|
|
|
|
Parms.Part = Part;
|
|
Parms.bNext = bNext;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerCycleColorSwatch
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EColorSwatchType SwatchType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerCycleColorSwatch(EColorSwatchType SwatchType, bool bNext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleColorSwatch");
|
|
|
|
Params::FortPlayerPawn_ServerCycleColorSwatch Parms{};
|
|
|
|
Parms.SwatchType = SwatchType;
|
|
Parms.bNext = bNext;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerCycleOutfit
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// bool bNextOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerCycleOutfit(bool bNextOutfit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerCycleOutfit");
|
|
|
|
Params::FortPlayerPawn_ServerCycleOutfit Parms{};
|
|
|
|
Parms.bNextOutfit = bNextOutfit;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerCyclePart
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerCyclePart(EFortCustomPartType Part, bool bNextPart)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerCyclePart");
|
|
|
|
Params::FortPlayerPawn_ServerCyclePart Parms{};
|
|
|
|
Parms.Part = Part;
|
|
Parms.bNextPart = bNextPart;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerHandlePickup
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// class AFortPickup* Pickup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InFlyTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& InStartDirection (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bPlayPickupSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerHandlePickup(class AFortPickup* Pickup, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerHandlePickup");
|
|
|
|
Params::FortPlayerPawn_ServerHandlePickup Parms{};
|
|
|
|
Parms.Pickup = Pickup;
|
|
Parms.InFlyTime = InFlyTime;
|
|
Parms.InStartDirection = std::move(InStartDirection);
|
|
Parms.bPlayPickupSound = bPlayPickupSound;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerPlayDeniedByCoolDown
|
|
// (Net, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerPawn::ServerPlayDeniedByCoolDown()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerPlayDeniedByCoolDown");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerRootMotionInterruptNotifyStopMontage
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class UAnimMontage* MontageToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage(class UAnimMontage* MontageToStop)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerRootMotionInterruptNotifyStopMontage");
|
|
|
|
Params::FortPlayerPawn_ServerRootMotionInterruptNotifyStopMontage Parms{};
|
|
|
|
Parms.MontageToStop = MontageToStop;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerToggleBodyType
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerPawn::ServerToggleBodyType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerToggleBodyType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ServerToggleGender
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerPawn::ServerToggleGender()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ServerToggleGender");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SetFirstPersonCamera
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bNewUseFirstPersonCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SetFirstPersonCamera");
|
|
|
|
Params::FortPlayerPawn_SetFirstPersonCamera Parms{};
|
|
|
|
Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SetHomeActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* NewActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SetHomeActor(class AActor* NewActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SetHomeActor");
|
|
|
|
Params::FortPlayerPawn_SetHomeActor Parms{};
|
|
|
|
Parms.NewActor = NewActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForAllCharacterParts
|
|
// (Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SetVectorParameterValueForAllCharacterParts(class FName ParameterName, const struct FLinearColor& Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForAllCharacterParts");
|
|
|
|
Params::FortPlayerPawn_SetVectorParameterValueForAllCharacterParts Parms{};
|
|
|
|
Parms.ParameterName = ParameterName;
|
|
Parms.Value = std::move(Value);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SetVectorParameterValueForBodyParts
|
|
// (Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SetVectorParameterValueForBodyParts(class FName ParameterName, const struct FLinearColor& Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SetVectorParameterValueForBodyParts");
|
|
|
|
Params::FortPlayerPawn_SetVectorParameterValueForBodyParts Parms{};
|
|
|
|
Parms.ParameterName = ParameterName;
|
|
Parms.Value = std::move(Value);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SwitchToNextPart
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SwitchToNextPart(const class FString& PartName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SwitchToNextPart");
|
|
|
|
Params::FortPlayerPawn_SwitchToNextPart Parms{};
|
|
|
|
Parms.PartName = std::move(PartName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.SwitchToPreviousPart
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& PartName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::SwitchToPreviousPart(const class FString& PartName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "SwitchToPreviousPart");
|
|
|
|
Params::FortPlayerPawn_SwitchToPreviousPart Parms{};
|
|
|
|
Parms.PartName = std::move(PartName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ToggleBodyType
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerPawn::ToggleBodyType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ToggleBodyType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ToggleGender
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerPawn::ToggleGender()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ToggleGender");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.DefaultTimeToJumpApex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::DefaultTimeToJumpApex() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "DefaultTimeToJumpApex");
|
|
|
|
Params::FortPlayerPawn_DefaultTimeToJumpApex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetCharacterBodyType
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomBodyType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortCustomBodyType AFortPlayerPawn::GetCharacterBodyType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetCharacterBodyType");
|
|
|
|
Params::FortPlayerPawn_GetCharacterBodyType Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetCharacterGender
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortCustomGender AFortPlayerPawn::GetCharacterGender() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetCharacterGender");
|
|
|
|
Params::FortPlayerPawn_GetCharacterGender Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetGender
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool* IsMale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool* IsFemale (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::GetGender(bool* IsMale, bool* IsFemale) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetGender");
|
|
|
|
Params::FortPlayerPawn_GetGender Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (IsMale != nullptr)
|
|
*IsMale = Parms.IsMale;
|
|
|
|
if (IsFemale != nullptr)
|
|
*IsFemale = Parms.IsFemale;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetHomeActor
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortPlayerPawn::GetHomeActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetHomeActor");
|
|
|
|
Params::FortPlayerPawn_GetHomeActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetJumpZ
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::GetJumpZ() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetJumpZ");
|
|
|
|
Params::FortPlayerPawn_GetJumpZ Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetMaxStamina
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::GetMaxStamina() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetMaxStamina");
|
|
|
|
Params::FortPlayerPawn_GetMaxStamina Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetPercentageOutfitComplete
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::GetPercentageOutfitComplete(EFortCustomPartType Part) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetPercentageOutfitComplete");
|
|
|
|
Params::FortPlayerPawn_GetPercentageOutfitComplete Parms{};
|
|
|
|
Parms.Part = Part;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetSkeletalMeshForPartType
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomPartType PartType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetSkeletalMeshForPartType");
|
|
|
|
Params::FortPlayerPawn_GetSkeletalMeshForPartType Parms{};
|
|
|
|
Parms.PartType = PartType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.GetStamina
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::GetStamina() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "GetStamina");
|
|
|
|
Params::FortPlayerPawn_GetStamina Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.IsSprinting
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerPawn::IsSprinting() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "IsSprinting");
|
|
|
|
Params::FortPlayerPawn_IsSprinting Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.ListCharacterParts
|
|
// (Final, Exec, Native, Private, Const)
|
|
// Parameters:
|
|
// const class FString& GenderAndOrPartString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerPawn::ListCharacterParts(const class FString& GenderAndOrPartString) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "ListCharacterParts");
|
|
|
|
Params::FortPlayerPawn_ListCharacterParts Parms{};
|
|
|
|
Parms.GenderAndOrPartString = std::move(GenderAndOrPartString);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.PartOutfitIsComplete
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerPawn::PartOutfitIsComplete(EFortCustomPartType Part) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "PartOutfitIsComplete");
|
|
|
|
Params::FortPlayerPawn_PartOutfitIsComplete Parms{};
|
|
|
|
Parms.Part = Part;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerPawn.TimeFromJumpApex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerPawn::TimeFromJumpApex() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerPawn", "TimeFromJumpApex");
|
|
|
|
Params::FortPlayerPawn_TimeFromJumpApex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.GetCurrentPawn
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerPawn* AFortPlayerState::GetCurrentPawn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "GetCurrentPawn");
|
|
|
|
Params::FortPlayerState_GetCurrentPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_AccessoryColorSwatches
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_AccessoryColorSwatches()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_AccessoryColorSwatches");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_CharacterColorSwatches
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_CharacterColorSwatches()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterColorSwatches");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_CharacterParts
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_CharacterParts()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterParts");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_CurrentCharXP
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_CurrentCharXP()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_CurrentCharXP");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_HeroID
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_HeroID()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_HeroID");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_HeroType
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_HeroType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_HeroType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_HomeActor
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// class AActor* OldHomeActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerState::OnRep_HomeActor(class AActor* OldHomeActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_HomeActor");
|
|
|
|
Params::FortPlayerState_OnRep_HomeActor Parms{};
|
|
|
|
Parms.OldHomeActor = OldHomeActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_PartyOwner
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_PartyOwner()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_PartyOwner");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_PlayerName
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_PlayerName()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerName");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_PlayerTeam
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_PlayerTeam()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerTeam");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_ScoreStatChanged
|
|
// (Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_ScoreStatChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_ScoreStatChanged");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.OnRep_SessionOwner
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerState::OnRep_SessionOwner()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "OnRep_SessionOwner");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.GetPlayerAttributesProxyActor
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerAttributesProxyActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerAttributesProxyActor* AFortPlayerState::GetPlayerAttributesProxyActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "GetPlayerAttributesProxyActor");
|
|
|
|
Params::FortPlayerState_GetPlayerAttributesProxyActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerState.GetUniqueID
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FUniqueNetIdRepl AFortPlayerState::GetUniqueID() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerState", "GetUniqueID");
|
|
|
|
Params::FortPlayerState_GetUniqueID Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownManager.RegisterSlotCamera
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 MapSlotId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UCameraComponent* InCameraComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMyTownManager::RegisterSlotCamera(int32 MapSlotId, class UCameraComponent* InCameraComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownManager", "RegisterSlotCamera");
|
|
|
|
Params::MyTownManager_RegisterSlotCamera Parms{};
|
|
|
|
Parms.MapSlotId = MapSlotId;
|
|
Parms.InCameraComponent = InCameraComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetStaticSetBonusData
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayTag& InSetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const EFortBrushSize InBrushSize (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* OutRequiredWorkersCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutSetBonusName (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FSlateBrush* OutBrush (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::GetStaticSetBonusData(const struct FGameplayTag& InSetBonusTag, const EFortBrushSize InBrushSize, int32* OutRequiredWorkersCount, class FText* OutSetBonusName, struct FSlateBrush* OutBrush)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("HomeBaseContext", "GetStaticSetBonusData");
|
|
|
|
Params::HomeBaseContext_GetStaticSetBonusData Parms{};
|
|
|
|
Parms.InSetBonusTag = std::move(InSetBonusTag);
|
|
Parms.InBrushSize = InBrushSize;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRequiredWorkersCount != nullptr)
|
|
*OutRequiredWorkersCount = Parms.OutRequiredWorkersCount;
|
|
|
|
if (OutSetBonusName != nullptr)
|
|
*OutSetBonusName = std::move(Parms.OutSetBonusName);
|
|
|
|
if (OutBrush != nullptr)
|
|
*OutBrush = std::move(Parms.OutBrush);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.AutoSlotAllWorkers
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::AutoSlotAllWorkers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "AutoSlotAllWorkers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.BeginWorkerPreview
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UHomeBaseMainBuilding* BuildingToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 WorkerSlotToOccupy (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::BeginWorkerPreview(const class UFortWorker* WorkerItem, const class UHomeBaseMainBuilding* BuildingToOccupy, const int32 WorkerSlotToOccupy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "BeginWorkerPreview");
|
|
|
|
Params::HomeBaseContext_BeginWorkerPreview Parms{};
|
|
|
|
Parms.WorkerItem = WorkerItem;
|
|
Parms.BuildingToOccupy = BuildingToOccupy;
|
|
Parms.WorkerSlotToOccupy = WorkerSlotToOccupy;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.EndWorkerPreview
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::EndWorkerPreview()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "EndWorkerPreview");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetWorkerRatingAtLevelForBuilding
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 WorkerLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UHomeBaseContext::GetWorkerRatingAtLevelForBuilding(const class UFortWorker* WorkerItem, const int32 WorkerLevel, const class UHomeBaseMainBuilding* Building)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetWorkerRatingAtLevelForBuilding");
|
|
|
|
Params::HomeBaseContext_GetWorkerRatingAtLevelForBuilding Parms{};
|
|
|
|
Parms.WorkerItem = WorkerItem;
|
|
Parms.WorkerLevel = WorkerLevel;
|
|
Parms.Building = Building;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.RequestCloseBuildingPanel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::RequestCloseBuildingPanel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "RequestCloseBuildingPanel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.RequestCloseOverview
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::RequestCloseOverview()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "RequestCloseOverview");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.RequestOpenBuildingPanel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::RequestOpenBuildingPanel(const class UHomeBaseMainBuilding* Building)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "RequestOpenBuildingPanel");
|
|
|
|
Params::HomeBaseContext_RequestOpenBuildingPanel Parms{};
|
|
|
|
Parms.Building = Building;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.RequestOpenOverview
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::RequestOpenOverview()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "RequestOpenOverview");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.ShouldShowBang
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UHomeBaseBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UHomeBaseContext::ShouldShowBang(const class UHomeBaseBuilding* Building)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "ShouldShowBang");
|
|
|
|
Params::HomeBaseContext_ShouldShowBang Parms{};
|
|
|
|
Parms.Building = Building;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.UnslotAllWorkers
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseContext::UnslotAllWorkers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "UnslotAllWorkers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetAccountLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UHomeBaseContext::GetAccountLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetAccountLevel");
|
|
|
|
Params::HomeBaseContext_GetAccountLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetAllBuildings
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UHomeBaseMainBuilding*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UHomeBaseMainBuilding*> UHomeBaseContext::GetAllBuildings() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetAllBuildings");
|
|
|
|
Params::HomeBaseContext_GetAllBuildings Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetBuilding
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UHomeBaseMainBuilding* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UHomeBaseMainBuilding* UHomeBaseContext::GetBuilding(const class FString& TemplateId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetBuilding");
|
|
|
|
Params::HomeBaseContext_GetBuilding Parms{};
|
|
|
|
Parms.TemplateId = std::move(TemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetBuildingBonusDescriptionsForSetBonus
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTag& SetBonusTag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// TArray<struct FSingleBuildingBonusDescription>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FSingleBuildingBonusDescription> UHomeBaseContext::GetBuildingBonusDescriptionsForSetBonus(const struct FGameplayTag& SetBonusTag) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetBuildingBonusDescriptionsForSetBonus");
|
|
|
|
Params::HomeBaseContext_GetBuildingBonusDescriptionsForSetBonus Parms{};
|
|
|
|
Parms.SetBonusTag = std::move(SetBonusTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetBuildingTemplateIdFromInstanceId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class FString& InstanceId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UHomeBaseContext::GetBuildingTemplateIdFromInstanceId(const class FString& InstanceId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetBuildingTemplateIdFromInstanceId");
|
|
|
|
Params::HomeBaseContext_GetBuildingTemplateIdFromInstanceId Parms{};
|
|
|
|
Parms.InstanceId = std::move(InstanceId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetHomeBaseData
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UMyTownData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMyTownData* UHomeBaseContext::GetHomeBaseData() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetHomeBaseData");
|
|
|
|
Params::HomeBaseContext_GetHomeBaseData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetWorkerPreviewStatus
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool* OutIsPreviewing (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortWorker** OutWorker (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* OutMatchesPersonality (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool* OutMatchesBuildingType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FWorkerSetBonusState* OutSetBonusState (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::GetWorkerPreviewStatus(bool* OutIsPreviewing, class UFortWorker** OutWorker, bool* OutMatchesPersonality, bool* OutMatchesBuildingType, struct FWorkerSetBonusState* OutSetBonusState) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetWorkerPreviewStatus");
|
|
|
|
Params::HomeBaseContext_GetWorkerPreviewStatus Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutIsPreviewing != nullptr)
|
|
*OutIsPreviewing = Parms.OutIsPreviewing;
|
|
|
|
if (OutWorker != nullptr)
|
|
*OutWorker = Parms.OutWorker;
|
|
|
|
if (OutMatchesPersonality != nullptr)
|
|
*OutMatchesPersonality = Parms.OutMatchesPersonality;
|
|
|
|
if (OutMatchesBuildingType != nullptr)
|
|
*OutMatchesBuildingType = Parms.OutMatchesBuildingType;
|
|
|
|
if (OutSetBonusState != nullptr)
|
|
*OutSetBonusState = std::move(Parms.OutSetBonusState);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetWorkerSetBonusStates
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const TArray<class UFortWorker*>& Workers (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// TArray<struct FWorkerSetBonusState> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FWorkerSetBonusState> UHomeBaseContext::GetWorkerSetBonusStates(const TArray<class UFortWorker*>& Workers) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetWorkerSetBonusStates");
|
|
|
|
Params::HomeBaseContext_GetWorkerSetBonusStates Parms{};
|
|
|
|
Parms.Workers = std::move(Workers);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.GetWorkerSlottingPreviewState
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorker** OutWorkerItem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UHomeBaseMainBuilding** OutHostBuilding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32* OutSlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::GetWorkerSlottingPreviewState(class UFortWorker** OutWorkerItem, class UHomeBaseMainBuilding** OutHostBuilding, int32* OutSlotIndex) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "GetWorkerSlottingPreviewState");
|
|
|
|
Params::HomeBaseContext_GetWorkerSlottingPreviewState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutWorkerItem != nullptr)
|
|
*OutWorkerItem = Parms.OutWorkerItem;
|
|
|
|
if (OutHostBuilding != nullptr)
|
|
*OutHostBuilding = Parms.OutHostBuilding;
|
|
|
|
if (OutSlotIndex != nullptr)
|
|
*OutSlotIndex = Parms.OutSlotIndex;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.IsBuildingPanelOpen
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UHomeBaseContext::IsBuildingPanelOpen() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "IsBuildingPanelOpen");
|
|
|
|
Params::HomeBaseContext_IsBuildingPanelOpen Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.IsPreviewingWorkerSlotting
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UHomeBaseContext::IsPreviewingWorkerSlotting() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "IsPreviewingWorkerSlotting");
|
|
|
|
Params::HomeBaseContext_IsPreviewingWorkerSlotting Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.NotifyBuildingPanelClosed
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
|
|
void UHomeBaseContext::NotifyBuildingPanelClosed() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelClosed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseContext.NotifyBuildingPanelOpened
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
// Parameters:
|
|
// const class UHomeBaseMainBuilding* Building (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseContext::NotifyBuildingPanelOpened(const class UHomeBaseMainBuilding* Building) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseContext", "NotifyBuildingPanelOpened");
|
|
|
|
Params::HomeBaseContext_NotifyBuildingPanelOpened Parms{};
|
|
|
|
Parms.Building = Building;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BlueprintContextLibrary.GetContext
|
|
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* ContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UBlueprintContextBase>Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UBlueprintContextBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UBlueprintContextBase* UBlueprintContextLibrary::GetContext(class UObject* ContextObject, TSubclassOf<class UBlueprintContextBase> Class_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("BlueprintContextLibrary", "GetContext");
|
|
|
|
Params::BlueprintContextLibrary_GetContext Parms{};
|
|
|
|
Parms.ContextObject = ContextObject;
|
|
Parms.Class_0 = Class_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMission
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortMission* IFortSpawnableByPlacementSystemInterface::GetMission() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMission");
|
|
|
|
Params::FortSpawnableByPlacementSystemInterface_GetMission Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMissionGuid
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FGuid IFortSpawnableByPlacementSystemInterface::GetMissionGuid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMissionGuid");
|
|
|
|
Params::FortSpawnableByPlacementSystemInterface_GetMissionGuid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.BlueprintOnBeginInteract
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingActor::BlueprintOnBeginInteract()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "BlueprintOnBeginInteract");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.BlueprintOnInteract
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "BlueprintOnInteract");
|
|
|
|
Params::BuildingActor_BlueprintOnInteract Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.CustomStateChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingActor::CustomStateChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "CustomStateChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GameplayCue_Damage
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GameplayCue_Damage");
|
|
|
|
Params::BuildingActor_GameplayCue_Damage Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GameplayCue_Healing
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::GameplayCue_Healing(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GameplayCue_Healing");
|
|
|
|
Params::BuildingActor_GameplayCue_Healing Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GameplayCue_InstantDeath
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GameplayCue_InstantDeath");
|
|
|
|
Params::BuildingActor_GameplayCue_InstantDeath Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.HandleDestroyed
|
|
// (Native, Protected)
|
|
|
|
void ABuildingActor::HandleDestroyed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "HandleDestroyed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.InitializeKismetSpawnedBuildingActor
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* BuildingOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpawningController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::InitializeKismetSpawnedBuildingActor(class ABuildingActor* BuildingOwner, class AFortPlayerController* SpawningController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "InitializeKismetSpawnedBuildingActor");
|
|
|
|
Params::BuildingActor_InitializeKismetSpawnedBuildingActor Parms{};
|
|
|
|
Parms.BuildingOwner = BuildingOwner;
|
|
Parms.SpawningController = SpawningController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnBuildingActorInitialized
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortBuildingInitializationReason InitializationReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingPersistentState BuildingPersistentState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnBuildingActorInitialized");
|
|
|
|
Params::BuildingActor_OnBuildingActorInitialized Parms{};
|
|
|
|
Parms.InitializationReason = InitializationReason;
|
|
Parms.BuildingPersistentState = BuildingPersistentState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnDamagePlayEffects
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnDamagePlayEffects");
|
|
|
|
Params::BuildingActor_OnDamagePlayEffects Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnDamageServer
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnDamageServer");
|
|
|
|
Params::BuildingActor_OnDamageServer Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnDayPhaseChanged
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnDayPhaseChanged");
|
|
|
|
Params::BuildingActor_OnDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnDeathPlayEffects
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnDeathPlayEffects");
|
|
|
|
Params::BuildingActor_OnDeathPlayEffects Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnDeathServer
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnDeathServer");
|
|
|
|
Params::BuildingActor_OnDeathServer Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.DamageTags = std::move(DamageTags);
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.HitInfo = std::move(HitInfo);
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnMatchStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingActor::OnMatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnMatchStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnRep_CurrentBuildingLevel
|
|
// (Native, Protected)
|
|
|
|
void ABuildingActor::OnRep_CurrentBuildingLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnRep_CurrentBuildingLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnRep_CustomState
|
|
// (Native, Protected)
|
|
|
|
void ABuildingActor::OnRep_CustomState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnRep_CustomState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.OnWorldReady
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingActor::OnWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "OnWorldReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.PlacedByPlacementTool
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingActor::PlacedByPlacementTool()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "PlacedByPlacementTool");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.SetCanExportNavigationObstacle
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool InCanExportNavigationObstacle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "SetCanExportNavigationObstacle");
|
|
|
|
Params::BuildingActor_SetCanExportNavigationObstacle Parms{};
|
|
|
|
Parms.InCanExportNavigationObstacle = InCanExportNavigationObstacle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.SetCustomState
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& NewState (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::SetCustomState(const class FString& NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "SetCustomState");
|
|
|
|
Params::BuildingActor_SetCustomState Parms{};
|
|
|
|
Parms.NewState = std::move(NewState);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.SetNavigationModifier
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bEnableModifier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingActor::SetNavigationModifier(bool bEnableModifier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "SetNavigationModifier");
|
|
|
|
Params::BuildingActor_SetNavigationModifier Parms{};
|
|
|
|
Parms.bEnableModifier = bEnableModifier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.ShouldDie
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::ShouldDie(float Damage, class AController* EventInstigator, class AActor* DamageCauser)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "ShouldDie");
|
|
|
|
Params::BuildingActor_ShouldDie Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.DamageCauser = DamageCauser;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.SilentDie
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void ABuildingActor::SilentDie()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "SilentDie");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.BlueprintCanInteract
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "BlueprintCanInteract");
|
|
|
|
Params::BuildingActor_BlueprintCanInteract Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.BlueprintGetFailedInteractionString
|
|
// (Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText ABuildingActor::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "BlueprintGetFailedInteractionString");
|
|
|
|
Params::BuildingActor_BlueprintGetFailedInteractionString Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.BlueprintGetInteractionString
|
|
// (Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText ABuildingActor::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "BlueprintGetInteractionString");
|
|
|
|
Params::BuildingActor_BlueprintGetInteractionString Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetCentroid
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector ABuildingActor::GetCentroid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetCentroid");
|
|
|
|
Params::BuildingActor_GetCentroid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetCurrentBuildingLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingActor::GetCurrentBuildingLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetCurrentBuildingLevel");
|
|
|
|
Params::BuildingActor_GetCurrentBuildingLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetCustomState
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString ABuildingActor::GetCustomState() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetCustomState");
|
|
|
|
Params::BuildingActor_GetCustomState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetHealth
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingActor::GetHealth() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetHealth");
|
|
|
|
Params::BuildingActor_GetHealth Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetHealthPercent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingActor::GetHealthPercent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetHealthPercent");
|
|
|
|
Params::BuildingActor_GetHealthPercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetMaxHealth
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingActor::GetMaxHealth() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetMaxHealth");
|
|
|
|
Params::BuildingActor_GetMaxHealth Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetMissingHealth
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingActor::GetMissingHealth() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetMissingHealth");
|
|
|
|
Params::BuildingActor_GetMissingHealth Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetOwningController
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AController* ABuildingActor::GetOwningController() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetOwningController");
|
|
|
|
Params::BuildingActor_GetOwningController Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.GetOwningPlayerState
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerState* ABuildingActor::GetOwningPlayerState() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "GetOwningPlayerState");
|
|
|
|
Params::BuildingActor_GetOwningPlayerState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.HasHealthLeft
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::HasHealthLeft() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "HasHealthLeft");
|
|
|
|
Params::BuildingActor_HasHealthLeft Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.IsAcceptablePositionForPlacement
|
|
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortDecoTool* DecoTool (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bIsCDO (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class FText* OutFailureReason (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::IsAcceptablePositionForPlacement(const struct FVector& InLocation, const struct FRotator& InRotation, class AFortDecoTool* DecoTool, bool bIsCDO, class FText* OutFailureReason) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "IsAcceptablePositionForPlacement");
|
|
|
|
Params::BuildingActor_IsAcceptablePositionForPlacement Parms{};
|
|
|
|
Parms.InLocation = std::move(InLocation);
|
|
Parms.InRotation = std::move(InRotation);
|
|
Parms.DecoTool = DecoTool;
|
|
Parms.bIsCDO = bIsCDO;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutFailureReason != nullptr)
|
|
*OutFailureReason = std::move(Parms.OutFailureReason);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.IsDamaged
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::IsDamaged() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "IsDamaged");
|
|
|
|
Params::BuildingActor_IsDamaged Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.IsPlayerBuilt
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::IsPlayerBuilt() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "IsPlayerBuilt");
|
|
|
|
Params::BuildingActor_IsPlayerBuilt Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingActor.UseDefaultHealthBar
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingActor::UseDefaultHealthBar() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingActor", "UseDefaultHealthBar");
|
|
|
|
Params::BuildingActor_UseDefaultHealthBar Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterRiftManager.GetAssociatedMission
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortMission* UFortAIEncounterRiftManager::GetAssociatedMission() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterRiftManager", "GetAssociatedMission");
|
|
|
|
Params::FortAIEncounterRiftManager_GetAssociatedMission Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.DisableAbilityDeliveryInfo
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::DisableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "DisableAbilityDeliveryInfo");
|
|
|
|
Params::BuildingGameplayActor_DisableAbilityDeliveryInfo Parms{};
|
|
|
|
Parms.BucketTag = std::move(BucketTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.EnableAbilityDeliveryInfo
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& BucketTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::EnableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "EnableAbilityDeliveryInfo");
|
|
|
|
Params::BuildingGameplayActor_EnableAbilityDeliveryInfo Parms{};
|
|
|
|
Parms.BucketTag = std::move(BucketTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.K2_AddGameplayCue
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::K2_AddGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "K2_AddGameplayCue");
|
|
|
|
Params::BuildingGameplayActor_K2_AddGameplayCue Parms{};
|
|
|
|
Parms.GameplayCueTag = std::move(GameplayCueTag);
|
|
Parms.Context = std::move(Context);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCue
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayEffectContextHandle&Context (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::K2_ExecuteGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCue");
|
|
|
|
Params::BuildingGameplayActor_K2_ExecuteGameplayCue Parms{};
|
|
|
|
Parms.GameplayCueTag = std::move(GameplayCueTag);
|
|
Parms.Context = std::move(Context);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCueWithParams
|
|
// (Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCueWithParams");
|
|
|
|
Params::BuildingGameplayActor_K2_ExecuteGameplayCueWithParams Parms{};
|
|
|
|
Parms.GameplayCueTag = std::move(GameplayCueTag);
|
|
Parms.GameplayCueParameters = std::move(GameplayCueParameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.K2_RemoveGameplayCue
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& GameplayCueTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::K2_RemoveGameplayCue(const struct FGameplayTag& GameplayCueTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "K2_RemoveGameplayCue");
|
|
|
|
Params::BuildingGameplayActor_K2_RemoveGameplayCue Parms{};
|
|
|
|
Parms.GameplayCueTag = std::move(GameplayCueTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.SetIgnoreInstigatorCollision
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "SetIgnoreInstigatorCollision");
|
|
|
|
Params::BuildingGameplayActor_SetIgnoreInstigatorCollision Parms{};
|
|
|
|
Parms.bShouldIgnore = bShouldIgnore;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.SetInitialVelocity
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& InitialVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingGameplayActor::SetInitialVelocity(const struct FVector& InitialVelocity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "SetInitialVelocity");
|
|
|
|
Params::BuildingGameplayActor_SetInitialVelocity Parms{};
|
|
|
|
Parms.InitialVelocity = std::move(InitialVelocity);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingGameplayActor.GetTargetingSourceTransform
|
|
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform ABuildingGameplayActor::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingGameplayActor", "GetTargetingSourceTransform");
|
|
|
|
Params::BuildingGameplayActor_GetTargetingSourceTransform Parms{};
|
|
|
|
Parms.Source = Source;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointActiveStateChange
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bInActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::OnCapturePointActiveStateChange(bool bInActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointActiveStateChange");
|
|
|
|
Params::BuildingCapturePointActor_OnCapturePointActiveStateChange Parms{};
|
|
|
|
Parms.bInActive = bInActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointLockStateChange
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bInLocked (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::OnCapturePointLockStateChange(bool bInLocked)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointLockStateChange");
|
|
|
|
Params::BuildingCapturePointActor_OnCapturePointLockStateChange Parms{};
|
|
|
|
Parms.bInLocked = bInLocked;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnCapturePointStateChange
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// ECaptureState InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::OnCapturePointStateChange(ECaptureState InState, EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointStateChange");
|
|
|
|
Params::BuildingCapturePointActor_OnCapturePointStateChange Parms{};
|
|
|
|
Parms.InState = InState;
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnEnterCapturePoint
|
|
// (Final, Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::OnEnterCapturePoint(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnEnterCapturePoint");
|
|
|
|
Params::BuildingCapturePointActor_OnEnterCapturePoint Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
Parms.bFromSweep = bFromSweep;
|
|
Parms.SweepResult = std::move(SweepResult);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnLeaveCapturePoint
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::OnLeaveCapturePoint(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnLeaveCapturePoint");
|
|
|
|
Params::BuildingCapturePointActor_OnLeaveCapturePoint Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnRep_bActivated
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingCapturePointActor::OnRep_bActivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bActivated");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnRep_bLocked
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingCapturePointActor::OnRep_bLocked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bLocked");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnRep_CaptureState
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingCapturePointActor::OnRep_CaptureState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_CaptureState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.OnRep_ReplicatedCapturePercentage
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_ReplicatedCapturePercentage");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.SetActivatedState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInActivated (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingCapturePointActor::SetActivatedState(bool bInActivated)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "SetActivatedState");
|
|
|
|
Params::BuildingCapturePointActor_SetActivatedState Parms{};
|
|
|
|
Parms.bInActivated = bInActivated;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingCapturePointActor.GetCaptureState
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// ECaptureState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
ECaptureState ABuildingCapturePointActor::GetCaptureState() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingCapturePointActor", "GetCaptureState");
|
|
|
|
Params::BuildingCapturePointActor_GetCaptureState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectAttachedEvent
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingFlagSpawn::OnCarriedObjectAttachedEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectAttachedEvent");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectDetachedEvent
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingFlagSpawn::OnCarriedObjectDetachedEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectDetachedEvent");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFlagSpawn.SpawnCarriedObject
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void ABuildingFlagSpawn::SpawnCarriedObject()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFlagSpawn", "SpawnCarriedObject");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFlagSpawn.IsSpawnedObjectAwayFromBase
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingFlagSpawn::IsSpawnedObjectAwayFromBase() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFlagSpawn", "IsSpawnedObjectAwayFromBase");
|
|
|
|
Params::BuildingFlagSpawn_IsSpawnedObjectAwayFromBase Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.GetNumberOfTeamCaptures
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingItemCollectorActor::GetNumberOfTeamCaptures(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "GetNumberOfTeamCaptures");
|
|
|
|
Params::BuildingItemCollectorActor_GetNumberOfTeamCaptures Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositAmount
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingItemCollectorActor::GetTeamDepositAmount(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositAmount");
|
|
|
|
Params::BuildingItemCollectorActor_GetTeamDepositAmount Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.GetTeamDepositGoal
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingItemCollectorActor::GetTeamDepositGoal(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamDepositGoal");
|
|
|
|
Params::BuildingItemCollectorActor_GetTeamDepositGoal Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.GetTeamReachedGoalCount
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingItemCollectorActor::GetTeamReachedGoalCount(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamReachedGoalCount");
|
|
|
|
Params::BuildingItemCollectorActor_GetTeamReachedGoalCount Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnItemCollectorStateChanged
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingItemCollectorActor::OnItemCollectorStateChanged(EFortItemCollectorState InItemCollectorState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnItemCollectorStateChanged");
|
|
|
|
Params::BuildingItemCollectorActor_OnItemCollectorStateChanged Parms{};
|
|
|
|
Parms.InItemCollectorState = InItemCollectorState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnRep_ControllingTeam
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingItemCollectorActor::OnRep_ControllingTeam()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ControllingTeam");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnRep_ItemCollectorState
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingItemCollectorActor::OnRep_ItemCollectorState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ItemCollectorState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositAmounts
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingItemCollectorActor::OnRep_TeamDepositAmounts()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositAmounts");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnRep_TeamDepositGoals
|
|
// (Final, Native, Protected)
|
|
|
|
void ABuildingItemCollectorActor::OnRep_TeamDepositGoals()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TeamDepositGoals");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.OnTeamReachedDepositGoal
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortTeam InControllingTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingItemCollectorActor::OnTeamReachedDepositGoal(EFortTeam InControllingTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "OnTeamReachedDepositGoal");
|
|
|
|
Params::BuildingItemCollectorActor_OnTeamReachedDepositGoal Parms{};
|
|
|
|
Parms.InControllingTeam = InControllingTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.SetItemCollectorState
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortItemCollectorState InItemCollectorState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingItemCollectorActor::SetItemCollectorState(EFortItemCollectorState InItemCollectorState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "SetItemCollectorState");
|
|
|
|
Params::BuildingItemCollectorActor_SetItemCollectorState Parms{};
|
|
|
|
Parms.InItemCollectorState = InItemCollectorState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingItemCollectorActor.UpdateTeamDepositValues
|
|
// (Native, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<int32>& DepositAmounts (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& DepositGoals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingItemCollectorActor::UpdateTeamDepositValues(const TArray<int32>& DepositAmounts, const TArray<int32>& DepositGoals)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingItemCollectorActor", "UpdateTeamDepositValues");
|
|
|
|
Params::BuildingItemCollectorActor_UpdateTeamDepositValues Parms{};
|
|
|
|
Parms.DepositAmounts = std::move(DepositAmounts);
|
|
Parms.DepositGoals = std::move(DepositGoals);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.AddGoalsToWorldAssignment
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::AddGoalsToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalsToWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_AddGoalsToWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.GoalInfos = std::move(GoalInfos);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.AddGoalToWorldAssignment
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::AddGoalToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalToWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_AddGoalToWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.GoalInfo = std::move(GoalInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.CreateWorldAssignment
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&WorldAssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortAIGoalProvider> GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EAssignmentCreationResult* CreationResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::CreateWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& WorldAssignmentIdentifier, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier, EAssignmentCreationResult* CreationResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "CreateWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_CreateWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.WorldAssignmentIdentifier = std::move(WorldAssignmentIdentifier);
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.GoalProvider = GoalProvider;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AssignmentIdentifier != nullptr)
|
|
*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);
|
|
|
|
if (CreationResult != nullptr)
|
|
*CreationResult = Parms.CreationResult;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.MakeGoalFromActor
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor*& GoalActor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bActorAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bGoalActorAllowsUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::MakeGoalFromActor(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const class AActor*& GoalActor, bool bActorAlwaysPerceived, bool bGoalActorAllowsUndermining)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromActor");
|
|
|
|
Params::FortAIGoalManager_MakeGoalFromActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GoalActor = GoalActor;
|
|
Parms.bActorAlwaysPerceived = bActorAlwaysPerceived;
|
|
Parms.bGoalActorAllowsUndermining = bGoalActorAllowsUndermining;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Goal != nullptr)
|
|
*Goal = std::move(Parms.Goal);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.MakeGoalFromLocation
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FFortAIGoalInfo* Goal (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& GoalLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::MakeGoalFromLocation(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const struct FVector& GoalLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromLocation");
|
|
|
|
Params::FortAIGoalManager_MakeGoalFromLocation Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GoalLocation = std::move(GoalLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Goal != nullptr)
|
|
*Goal = std::move(Parms.Goal);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromActors
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class AActor*>& GoalActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool bActorsAlwaysPerceived (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bGoalActorsAllowUndermining (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::MakeGoalsFromActors(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<class AActor*>& GoalActors, bool bActorsAlwaysPerceived, bool bGoalActorsAllowUndermining)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromActors");
|
|
|
|
Params::FortAIGoalManager_MakeGoalsFromActors Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GoalActors = std::move(GoalActors);
|
|
Parms.bActorsAlwaysPerceived = bActorsAlwaysPerceived;
|
|
Parms.bGoalActorsAllowUndermining = bGoalActorsAllowUndermining;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Goals != nullptr)
|
|
*Goals = std::move(Parms.Goals);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocations
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FVector>& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::MakeGoalsFromLocations(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocations");
|
|
|
|
Params::FortAIGoalManager_MakeGoalsFromLocations Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GoalLocations = std::move(GoalLocations);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Goals != nullptr)
|
|
*Goals = std::move(Parms.Goals);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocationsAndActor
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortAIGoalInfo>* Goals (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FVector>& GoalLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class AActor* GoalActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::MakeGoalsFromLocationsAndActor(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations, const class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocationsAndActor");
|
|
|
|
Params::FortAIGoalManager_MakeGoalsFromLocationsAndActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GoalLocations = std::move(GoalLocations);
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Goals != nullptr)
|
|
*Goals = std::move(Parms.Goals);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.RemoveGoalFromWorldAssignment
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::RemoveGoalFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalFromWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_RemoveGoalFromWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.GoalInfo = std::move(GoalInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.RemoveGoalsFromWorldAssignment
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::RemoveGoalsFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalsFromWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_RemoveGoalsFromWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.GoalInfos = std::move(GoalInfos);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.RemoveWorldAssignment
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::RemoveWorldAssignment(const class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_RemoveWorldAssignment Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.AddGoal
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* GoalSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::AddGoal(class AActor* GoalActor, class UFortAIAssignmentSettings* GoalSettings)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalManager", "AddGoal");
|
|
|
|
Params::FortAIGoalManager_AddGoal Parms{};
|
|
|
|
Parms.GoalActor = GoalActor;
|
|
Parms.GoalSettings = GoalSettings;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.AddGoalActorToAssignment
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIGoalManager::AddGoalActorToAssignment(class UFortAIAssignment* Assignment, class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalManager", "AddGoalActorToAssignment");
|
|
|
|
Params::FortAIGoalManager_AddGoalActorToAssignment Parms{};
|
|
|
|
Parms.Assignment = Assignment;
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIGoalManager.AddWorldAssignment
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIAssignment* AFortAIGoalManager::AddWorldAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIGoalManager", "AddWorldAssignment");
|
|
|
|
Params::FortAIGoalManager_AddWorldAssignment Parms{};
|
|
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.SBAGrantedBuildingGameplayActor.GetOwnerStrategicBuildingActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AStrategicBuildingActor* ASBAGrantedBuildingGameplayActor::GetOwnerStrategicBuildingActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SBAGrantedBuildingGameplayActor", "GetOwnerStrategicBuildingActor");
|
|
|
|
Params::SBAGrantedBuildingGameplayActor_GetOwnerStrategicBuildingActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.ApplyProximityPulseEffects
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::ApplyProximityPulseEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "ApplyProximityPulseEffects");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.AttemptIncrementLevelUnlockProgress
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InProgressDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "AttemptIncrementLevelUnlockProgress");
|
|
|
|
Params::StrategicBuildingActor_AttemptIncrementLevelUnlockProgress Parms{};
|
|
|
|
Parms.InLevel = InLevel;
|
|
Parms.InProgressDelta = InProgressDelta;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GiveItemFromStrategicBuildingToPlayer
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GiveItemFromStrategicBuildingToPlayer");
|
|
|
|
Params::StrategicBuildingActor_GiveItemFromStrategicBuildingToPlayer Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.NumberToGive = NumberToGive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnActiveStatusChanged
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bNewActiveStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AStrategicBuildingActor::OnActiveStatusChanged(bool bNewActiveStatus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnActiveStatusChanged");
|
|
|
|
Params::StrategicBuildingActor_OnActiveStatusChanged Parms{};
|
|
|
|
Parms.bNewActiveStatus = bNewActiveStatus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnConstructionEndedPlayEffects
|
|
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 ConstructionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AStrategicBuildingActor::OnConstructionEndedPlayEffects(int32 ConstructionLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionEndedPlayEffects");
|
|
|
|
Params::StrategicBuildingActor_OnConstructionEndedPlayEffects Parms{};
|
|
|
|
Parms.ConstructionLevel = ConstructionLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnConstructionStartedPlayEffects
|
|
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// float ServerStartTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ServerEndTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float CurrentServerTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AStrategicBuildingActor::OnConstructionStartedPlayEffects(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionStartedPlayEffects");
|
|
|
|
Params::StrategicBuildingActor_OnConstructionStartedPlayEffects Parms{};
|
|
|
|
Parms.ServerStartTime = ServerStartTime;
|
|
Parms.ServerEndTime = ServerEndTime;
|
|
Parms.CurrentServerTime = CurrentServerTime;
|
|
Parms.ElapsedPct = ElapsedPct;
|
|
Parms.ConstructionLvl = ConstructionLvl;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnConstructionTickPlayEffects
|
|
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ElapsedPct (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ConstructionLvl (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AStrategicBuildingActor::OnConstructionTickPlayEffects(float DeltaTime, float ElapsedPct, int32 ConstructionLvl)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionTickPlayEffects");
|
|
|
|
Params::StrategicBuildingActor_OnConstructionTickPlayEffects Parms{};
|
|
|
|
Parms.DeltaTime = DeltaTime;
|
|
Parms.ElapsedPct = ElapsedPct;
|
|
Parms.ConstructionLvl = ConstructionLvl;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnRep_bIsActive
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::OnRep_bIsActive()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnRep_bIsActive");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.OnRep_ConstructionProgress
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::OnRep_ConstructionProgress()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "OnRep_ConstructionProgress");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.ProcessDeferredTouchActors
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::ProcessDeferredTouchActors()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "ProcessDeferredTouchActors");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.SetupIndicators
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::SetupIndicators()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "SetupIndicators");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.SetupVisibilityComponent
|
|
// (Native, Protected)
|
|
|
|
void AStrategicBuildingActor::SetupVisibilityComponent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "SetupVisibilityComponent");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GetCurrentLevelUnlockProgress
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GetCurrentLevelUnlockProgress");
|
|
|
|
Params::StrategicBuildingActor_GetCurrentLevelUnlockProgress Parms{};
|
|
|
|
Parms.InLevel = InLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsLocation
|
|
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AStrategicBuildingActor::GetDeathEffectsLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsLocation");
|
|
|
|
Params::StrategicBuildingActor_GetDeathEffectsLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsRotation
|
|
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator AStrategicBuildingActor::GetDeathEffectsRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsRotation");
|
|
|
|
Params::StrategicBuildingActor_GetDeathEffectsRotation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsScale
|
|
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AStrategicBuildingActor::GetDeathEffectsScale() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsScale");
|
|
|
|
Params::StrategicBuildingActor_GetDeathEffectsScale Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.GetMaxLevelUnlockProgress
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "GetMaxLevelUnlockProgress");
|
|
|
|
Params::StrategicBuildingActor_GetMaxLevelUnlockProgress Parms{};
|
|
|
|
Parms.InLevel = InLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.StrategicBuildingActor.IsActive
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AStrategicBuildingActor::IsActive() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StrategicBuildingActor", "IsActive");
|
|
|
|
Params::StrategicBuildingActor_IsActive Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPBaseCornerstone.OnInvincibilityChanged
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bIsInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPvPBaseCornerstone::OnInvincibilityChanged(bool bIsInvincible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPvPBaseCornerstone", "OnInvincibilityChanged");
|
|
|
|
Params::FortPvPBaseCornerstone_OnInvincibilityChanged Parms{};
|
|
|
|
Parms.bIsInvincible = bIsInvincible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPBaseCornerstone.OnRep_bInvincible
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPvPBaseCornerstone::OnRep_bInvincible()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPvPBaseCornerstone", "OnRep_bInvincible");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPBaseCornerstone.SetInvincibility
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInInvincible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPvPBaseCornerstone::SetInvincibility(bool bInInvincible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPvPBaseCornerstone", "SetInvincibility");
|
|
|
|
Params::FortPvPBaseCornerstone_SetInvincibility Parms{};
|
|
|
|
Parms.bInInvincible = bInInvincible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.BroadcastRiftSpawningAI
|
|
// (Net, Native, Event, NetMulticast, Public)
|
|
|
|
void ABuildingRift::BroadcastRiftSpawningAI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "BroadcastRiftSpawningAI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnActivated
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingRift::OnActivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnActivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnDeactivated
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingRift::OnDeactivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnDeactivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnPlaced
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingRift::OnPlaced()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnPlaced");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnReceiveSpawnedAIPawn
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortAIPawn* SpawnedAI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingRift::OnReceiveSpawnedAIPawn(class AFortAIPawn* SpawnedAI)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnReceiveSpawnedAIPawn");
|
|
|
|
Params::BuildingRift_OnReceiveSpawnedAIPawn Parms{};
|
|
|
|
Parms.SpawnedAI = SpawnedAI;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnRemoved
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingRift::OnRemoved()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnRemoved");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnRep_RiftIsActive
|
|
// (Final, Native, Public)
|
|
|
|
void ABuildingRift::OnRep_RiftIsActive()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsActive");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnRep_RiftIsVisible
|
|
// (Final, Native, Public)
|
|
|
|
void ABuildingRift::OnRep_RiftIsVisible()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsVisible");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingRift.OnSpawnAI
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingRift::OnSpawnAI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingRift", "OnSpawnAI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.NetFadeOut
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Public)
|
|
|
|
void AFortCrackEffect::NetFadeOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "NetFadeOut");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.NetOnHitCrack
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Public)
|
|
|
|
void AFortCrackEffect::NetOnHitCrack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "NetOnHitCrack");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnBounceAnimationUpdate
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortBounceData& BounceData (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCrackEffect::OnBounceAnimationUpdate(const struct FFortBounceData& BounceData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnBounceAnimationUpdate");
|
|
|
|
Params::FortCrackEffect_OnBounceAnimationUpdate Parms{};
|
|
|
|
Parms.BounceData = std::move(BounceData);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnFadeOut
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCrackEffect::OnFadeOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnFadeOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnHitCrack
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCrackEffect::OnHitCrack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnHitCrack");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnRep_HitNormal
|
|
// (Native, Public)
|
|
|
|
void AFortCrackEffect::OnRep_HitNormal()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnRep_HitNormal");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnRep_PhysicalSurfaceType
|
|
// (Native, Public)
|
|
|
|
void AFortCrackEffect::OnRep_PhysicalSurfaceType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnRep_PhysicalSurfaceType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.OnStartDirectionEffect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCrackEffect::OnStartDirectionEffect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "OnStartDirectionEffect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCrackEffect.HasStartingPosition
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortCrackEffect::HasStartingPosition() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCrackEffect", "HasStartingPosition");
|
|
|
|
Params::FortCrackEffect_HasStartingPosition Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterTargetInterface.GetObjectiveCompletionPercentage
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortAIEncounterTargetInterface::GetObjectiveCompletionPercentage()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterTargetInterface", "GetObjectiveCompletionPercentage");
|
|
|
|
Params::FortAIEncounterTargetInterface_GetObjectiveCompletionPercentage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterTargetInterface.IsFloatingTarget
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortAIEncounterTargetInterface::IsFloatingTarget()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterTargetInterface", "IsFloatingTarget");
|
|
|
|
Params::FortAIEncounterTargetInterface_IsFloatingTarget Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAttachToActorInterface.GetActorAttachedTo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* IFortAttachToActorInterface::GetActorAttachedTo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAttachToActorInterface", "GetActorAttachedTo");
|
|
|
|
Params::FortAttachToActorInterface_GetActorAttachedTo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.AttachBuildingActorToMe
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForceAttachment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::AttachBuildingActorToMe(class ABuildingSMActor* ActorToAttach, bool bForceAttachment)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "AttachBuildingActorToMe");
|
|
|
|
Params::BuildingSMActor_AttachBuildingActorToMe Parms{};
|
|
|
|
Parms.ActorToAttach = ActorToAttach;
|
|
Parms.bForceAttachment = bForceAttachment;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.BlueprintAttemptBuildingUpgrade
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 UpgradeLevelDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::BlueprintAttemptBuildingUpgrade(class AFortPlayerController* PC, int32 UpgradeLevelDelta)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "BlueprintAttemptBuildingUpgrade");
|
|
|
|
Params::BuildingSMActor_BlueprintAttemptBuildingUpgrade Parms{};
|
|
|
|
Parms.PC = PC;
|
|
Parms.UpgradeLevelDelta = UpgradeLevelDelta;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.BlueprintOnStructurallyUnstable
|
|
// (Native, Event, Protected, BlueprintEvent)
|
|
|
|
void ABuildingSMActor::BlueprintOnStructurallyUnstable()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "BlueprintOnStructurallyUnstable");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.DetachBuildingActorFromMe
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingSMActor* ActorToAttach (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::DetachBuildingActorFromMe(class ABuildingSMActor* ActorToAttach, bool bBeingDestroyed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "DetachBuildingActorFromMe");
|
|
|
|
Params::BuildingSMActor_DetachBuildingActorFromMe Parms{};
|
|
|
|
Parms.ActorToAttach = ActorToAttach;
|
|
Parms.bBeingDestroyed = bBeingDestroyed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.ForceIntoStructuralGridDuringRuntime
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Public, BlueprintCallable)
|
|
|
|
void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "ForceIntoStructuralGridDuringRuntime");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.GetAnimatingMID
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "GetAnimatingMID");
|
|
|
|
Params::BuildingSMActor_GetAnimatingMID Parms{};
|
|
|
|
Parms.ElementIndex = ElementIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.MulticastPlayFullHealthEffects
|
|
// (Net, Native, Event, NetMulticast, Protected, BlueprintCallable)
|
|
|
|
void ABuildingSMActor::MulticastPlayFullHealthEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "MulticastPlayFullHealthEffects");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnAttachToBuilding
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::OnAttachToBuilding(class ABuildingSMActor* AttachedToBuilding)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnAttachToBuilding");
|
|
|
|
Params::BuildingSMActor_OnAttachToBuilding Parms{};
|
|
|
|
Parms.AttachedToBuilding = AttachedToBuilding;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnBounceAnimationUpdate
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortBounceData& Data (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::OnBounceAnimationUpdate(const struct FFortBounceData& Data)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnBounceAnimationUpdate");
|
|
|
|
Params::BuildingSMActor_OnBounceAnimationUpdate Parms{};
|
|
|
|
Parms.Data = std::move(Data);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnDetachFromBuilding
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABuildingSMActor* AttachedToBuilding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bBeingDestroyed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::OnDetachFromBuilding(class ABuildingSMActor* AttachedToBuilding, bool bBeingDestroyed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnDetachFromBuilding");
|
|
|
|
Params::BuildingSMActor_OnDetachFromBuilding Parms{};
|
|
|
|
Parms.AttachedToBuilding = AttachedToBuilding;
|
|
Parms.bBeingDestroyed = bBeingDestroyed;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnDynamicShrinkAndDestroyEffectFinished
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnDynamicShrinkAndDestroyEffectFinished");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnLODOverrideEffectFinished
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnLODOverrideEffectFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnLODOverrideEffectFinished");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_bCollisionBlockedByPawns
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_bCollisionBlockedByPawns()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_bCollisionBlockedByPawns");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_bDoDynamicShrinkAndDestroyEffect
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_bDoDynamicShrinkAndDestroyEffect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_bDoDynamicShrinkAndDestroyEffect");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_bRequiresDynamicLODEffect
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_bRequiresDynamicLODEffect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_bRequiresDynamicLODEffect");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_BuildingReplacementType
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_BuildingReplacementType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_BuildingReplacementType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_bUnderConstruction
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_bUnderConstruction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderConstruction");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_bUnderRepair
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_bUnderRepair()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderRepair");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_EditingPlayer
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_EditingPlayer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_EditingPlayer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_MetaData
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_MetaData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_MetaData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedDrawScale3D
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_ReplicatedDrawScale3D()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedDrawScale3D");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedMIC
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_ReplicatedMIC()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedMIC");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_ResourceType
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EFortResourceType OldType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_ResourceType");
|
|
|
|
Params::BuildingSMActor_OnRep_ResourceType Parms{};
|
|
|
|
Parms.OldType = OldType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRep_WeakSpotPositions
|
|
// (Native, Protected)
|
|
|
|
void ABuildingSMActor::OnRep_WeakSpotPositions()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRep_WeakSpotPositions");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.OnRepairStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingSMActor::OnRepairStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "OnRepairStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.RepairBuilding
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* RepairingController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::RepairBuilding(class AFortPlayerController* RepairingController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "RepairBuilding");
|
|
|
|
Params::BuildingSMActor_RepairBuilding Parms{};
|
|
|
|
Parms.RepairingController = RepairingController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.UpdateDynamicShrinkAndDestroyEffectt
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffectt(float CurveValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "UpdateDynamicShrinkAndDestroyEffectt");
|
|
|
|
Params::BuildingSMActor_UpdateDynamicShrinkAndDestroyEffectt Parms{};
|
|
|
|
Parms.CurveValue = CurveValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.UpdateLODOverrideEffect
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "UpdateLODOverrideEffect");
|
|
|
|
Params::BuildingSMActor_UpdateLODOverrideEffect Parms{};
|
|
|
|
Parms.CurveValue = CurveValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.UpdateRepairMaterialAnim
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// float CurveValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "UpdateRepairMaterialAnim");
|
|
|
|
Params::BuildingSMActor_UpdateRepairMaterialAnim Parms{};
|
|
|
|
Parms.CurveValue = CurveValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.GetBuildingMeshComponent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "GetBuildingMeshComponent");
|
|
|
|
Params::BuildingSMActor_GetBuildingMeshComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.GetLogicalBuildingIndex
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingSMActor::GetLogicalBuildingIndex() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "GetLogicalBuildingIndex");
|
|
|
|
Params::BuildingSMActor_GetLogicalBuildingIndex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.HasDestructionLoot
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingSMActor::HasDestructionLoot() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "HasDestructionLoot");
|
|
|
|
Params::BuildingSMActor_HasDestructionLoot Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingSMActor.IsStructurallySupported
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingSMActor::IsStructurallySupported() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingSMActor", "IsStructurallySupported");
|
|
|
|
Params::BuildingSMActor_IsStructurallySupported Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.BounceContainer
|
|
// (Native, Public)
|
|
|
|
void ABuildingContainer::BounceContainer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "BounceContainer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.GetLootTier
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingContainer::GetLootTier()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "GetLootTier");
|
|
|
|
Params::BuildingContainer_GetLootTier Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnBeginSearch
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnBeginSearch()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnBeginSearch");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnLoot
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnLoot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnLoot");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnLootRepeat
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnLootRepeat()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnLootRepeat");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnLootReset
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnLootReset()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnLootReset");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnRaiseTreasure
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnRaiseTreasure()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnRaiseTreasure");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnRep_bAlreadySearched
|
|
// (Native, Public)
|
|
|
|
void ABuildingContainer::OnRep_bAlreadySearched()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnRep_bAlreadySearched");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnSearchInterrupted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnSearchInterrupted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnSearchInterrupted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.OnSetSearched
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingContainer::OnSetSearched()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "OnSetSearched");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingContainer.RaiseTreasure
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void ABuildingContainer::RaiseTreasure()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingContainer", "RaiseTreasure");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.GetContainerNameAndLevelKey
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FName AKeepItemContainer::GetContainerNameAndLevelKey()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "GetContainerNameAndLevelKey");
|
|
|
|
Params::KeepItemContainer_GetContainerNameAndLevelKey Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.InitializeContainer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 InitUpgradeLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "InitializeContainer");
|
|
|
|
Params::KeepItemContainer_InitializeContainer Parms{};
|
|
|
|
Parms.InitUpgradeLevel = InitUpgradeLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.OnRep_HostUpgradeLevel
|
|
// (Final, Native, Public)
|
|
|
|
void AKeepItemContainer::OnRep_HostUpgradeLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "OnRep_HostUpgradeLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.OnRep_SearchedBy
|
|
// (Final, Native, Protected)
|
|
|
|
void AKeepItemContainer::OnRep_SearchedBy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "OnRep_SearchedBy");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.ResetContainer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepItemContainer::ResetContainer(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "ResetContainer");
|
|
|
|
Params::KeepItemContainer_ResetContainer Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.RestoreLoot
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepItemContainer::RestoreLoot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "RestoreLoot");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepItemContainer.GetLootTierOverride
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AKeepItemContainer::GetLootTierOverride() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepItemContainer", "GetLootTierOverride");
|
|
|
|
Params::KeepItemContainer_GetLootTierOverride Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFloor.IsBalcony
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingFloor::IsBalcony() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFloor", "IsBalcony");
|
|
|
|
Params::BuildingFloor_IsBalcony Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingFoundation.OnRep_LevelToStream
|
|
// (Native, Protected)
|
|
|
|
void ABuildingFoundation::OnRep_LevelToStream()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingFoundation", "OnRep_LevelToStream");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.GetBuildingActorsInBase
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class ABuildingSMActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class ABuildingSMActor*> AFortConstructorBASE::GetBuildingActorsInBase()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "GetBuildingActorsInBase");
|
|
|
|
Params::FortConstructorBASE_GetBuildingActorsInBase Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnBaseCollisionTouched
|
|
// (Final, Native, Private, HasOutParams)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnBaseCollisionTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionTouched");
|
|
|
|
Params::FortConstructorBASE_OnBaseCollisionTouched Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
Parms.bFromSweep = bFromSweep;
|
|
Parms.SweepResult = std::move(SweepResult);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnBaseCollisionUnTouched
|
|
// (Final, Native, Private)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnBaseCollisionUnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionUnTouched");
|
|
|
|
Params::FortConstructorBASE_OnBaseCollisionUnTouched Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnBasePawnDestroyed
|
|
// (Final, Native, Private)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnBasePawnDestroyed(class AFortPawn* Pawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDestroyed");
|
|
|
|
Params::FortConstructorBASE_OnBasePawnDestroyed Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnBasePawnDied
|
|
// (Final, Native, Private, HasDefaults)
|
|
// Parameters:
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnBasePawnDied(float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum, class AFortPawn* Pawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDied");
|
|
|
|
Params::FortConstructorBASE_OnBasePawnDied Parms{};
|
|
|
|
Parms.Damage = Damage;
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.HitLocation = std::move(HitLocation);
|
|
Parms.FHitComponent = FHitComponent;
|
|
Parms.BoneName = BoneName;
|
|
Parms.Momentum = std::move(Momentum);
|
|
Parms.Pawn = Pawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnPawnAddedToBase
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnPawnAddedToBase(class AFortPawn* Pawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnPawnAddedToBase");
|
|
|
|
Params::FortConstructorBASE_OnPawnAddedToBase Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnPawnRemovedFromBase
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnPawnRemovedFromBase(class AFortPawn* Pawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnPawnRemovedFromBase");
|
|
|
|
Params::FortConstructorBASE_OnPawnRemovedFromBase Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnPlaced
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAbilitySystemComponent* InstigatorAbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnPlaced");
|
|
|
|
Params::FortConstructorBASE_OnPlaced Parms{};
|
|
|
|
Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.OnRep_ReplicatedAffectedNeighbors
|
|
// (Final, Native, Private)
|
|
|
|
void AFortConstructorBASE::OnRep_ReplicatedAffectedNeighbors()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "OnRep_ReplicatedAffectedNeighbors");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.StartBuildingActorVisuals
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "StartBuildingActorVisuals");
|
|
|
|
Params::FortConstructorBASE_StartBuildingActorVisuals Parms{};
|
|
|
|
Parms.BuildingActor = BuildingActor;
|
|
Parms.EffectMeshComp = EffectMeshComp;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.StopBuildingActorVisuals
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* EffectMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "StopBuildingActorVisuals");
|
|
|
|
Params::FortConstructorBASE_StopBuildingActorVisuals Parms{};
|
|
|
|
Parms.BuildingActor = BuildingActor;
|
|
Parms.EffectMeshComp = EffectMeshComp;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.AddToEffectList
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FBASEGameplayEffect>* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UGameplayEffect> Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::AddToEffectList(TArray<struct FBASEGameplayEffect>* EffectList, TSubclassOf<class UGameplayEffect> Effect) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "AddToEffectList");
|
|
|
|
Params::FortConstructorBASE_AddToEffectList Parms{};
|
|
|
|
Parms.Effect = Effect;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (EffectList != nullptr)
|
|
*EffectList = std::move(Parms.EffectList);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConstructorBASE.AddToEffectListWithLevelOverride
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FBASEGameplayEffect>* EffectList (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UGameplayEffect> Effect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortConstructorBASE::AddToEffectListWithLevelOverride(TArray<struct FBASEGameplayEffect>* EffectList, TSubclassOf<class UGameplayEffect> Effect, int32 Level) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConstructorBASE", "AddToEffectListWithLevelOverride");
|
|
|
|
Params::FortConstructorBASE_AddToEffectListWithLevelOverride Parms{};
|
|
|
|
Parms.Effect = Effect;
|
|
Parms.Level = Level;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (EffectList != nullptr)
|
|
*EffectList = std::move(Parms.EffectList);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.GetOutgoingNeighborFromSpline
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class USplineComponent* InSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortTrack** OutNeighbor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::GetOutgoingNeighborFromSpline(class USplineComponent* InSpline, bool InReverseDirection, class AFortTrack** OutNeighbor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "GetOutgoingNeighborFromSpline");
|
|
|
|
Params::FortTrack_GetOutgoingNeighborFromSpline Parms{};
|
|
|
|
Parms.InSpline = InSpline;
|
|
Parms.InReverseDirection = InReverseDirection;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutNeighbor != nullptr)
|
|
*OutNeighbor = Parms.OutNeighbor;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.GetPathDistanceToTrack
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USplineComponent* InCurrentSpline (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float CurrentDistanceAlongSpline (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool InReverseDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortTrack::GetPathDistanceToTrack(class AFortTrack* TargetTrack, class USplineComponent* InCurrentSpline, float CurrentDistanceAlongSpline, bool InReverseDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "GetPathDistanceToTrack");
|
|
|
|
Params::FortTrack_GetPathDistanceToTrack Parms{};
|
|
|
|
Parms.TargetTrack = TargetTrack;
|
|
Parms.InCurrentSpline = InCurrentSpline;
|
|
Parms.CurrentDistanceAlongSpline = CurrentDistanceAlongSpline;
|
|
Parms.InReverseDirection = InReverseDirection;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.GetSplineFromIncomingNeighbor
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortTrack* InNeighbor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::GetSplineFromIncomingNeighbor(class AFortTrack* InNeighbor, class USplineComponent** OutSpline, bool* OutReverseDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "GetSplineFromIncomingNeighbor");
|
|
|
|
Params::FortTrack_GetSplineFromIncomingNeighbor Parms{};
|
|
|
|
Parms.InNeighbor = InNeighbor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSpline != nullptr)
|
|
*OutSpline = Parms.OutSpline;
|
|
|
|
if (OutReverseDirection != nullptr)
|
|
*OutReverseDirection = Parms.OutReverseDirection;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.GetSplineFromPositionAndOrientation
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& InRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class USplineComponent** OutSpline (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* OutDistanceAlongSpline (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* OutReverseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::GetSplineFromPositionAndOrientation(const struct FVector& InLocation, const struct FRotator& InRotation, class USplineComponent** OutSpline, float* OutDistanceAlongSpline, bool* OutReverseDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "GetSplineFromPositionAndOrientation");
|
|
|
|
Params::FortTrack_GetSplineFromPositionAndOrientation Parms{};
|
|
|
|
Parms.InLocation = std::move(InLocation);
|
|
Parms.InRotation = std::move(InRotation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSpline != nullptr)
|
|
*OutSpline = Parms.OutSpline;
|
|
|
|
if (OutDistanceAlongSpline != nullptr)
|
|
*OutDistanceAlongSpline = Parms.OutDistanceAlongSpline;
|
|
|
|
if (OutReverseDirection != nullptr)
|
|
*OutReverseDirection = Parms.OutReverseDirection;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.InitializeTrack
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USplineComponent* InSplineComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USplineComponent* InSplineComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USceneComponent* InSwitchCompBase (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* InSwitchComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::InitializeTrack(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2, class USplineComponent* InSplineComp1, class USplineComponent* InSplineComp2, class USceneComponent* InSwitchCompBase, class UPrimitiveComponent* InSwitchComp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "InitializeTrack");
|
|
|
|
Params::FortTrack_InitializeTrack Parms{};
|
|
|
|
Parms.InTrackMeshComp1 = InTrackMeshComp1;
|
|
Parms.InTrackMeshComp2 = InTrackMeshComp2;
|
|
Parms.InSplineComp1 = InSplineComp1;
|
|
Parms.InSplineComp2 = InSplineComp2;
|
|
Parms.InSwitchCompBase = InSwitchCompBase;
|
|
Parms.InSwitchComp = InSwitchComp;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.IsConnectedToTrack
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortTrack* TargetTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTrack::IsConnectedToTrack(class AFortTrack* TargetTrack)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "IsConnectedToTrack");
|
|
|
|
Params::FortTrack_IsConnectedToTrack Parms{};
|
|
|
|
Parms.TargetTrack = TargetTrack;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.IsConnectedToTrackList
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<class AFortTrack*>& TargetTracks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTrack::IsConnectedToTrackList(const TArray<class AFortTrack*>& TargetTracks)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "IsConnectedToTrackList");
|
|
|
|
Params::FortTrack_IsConnectedToTrackList Parms{};
|
|
|
|
Parms.TargetTracks = std::move(TargetTracks);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.OnConfigurationChanged
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 NewConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OldConfigurationIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::OnConfigurationChanged(int32 NewConfigurationIdx, int32 OldConfigurationIdx)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "OnConfigurationChanged");
|
|
|
|
Params::FortTrack_OnConfigurationChanged Parms{};
|
|
|
|
Parms.NewConfigurationIdx = NewConfigurationIdx;
|
|
Parms.OldConfigurationIdx = OldConfigurationIdx;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.OnRep_ConfigurationIdx
|
|
// (Native, Protected)
|
|
|
|
void AFortTrack::OnRep_ConfigurationIdx()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "OnRep_ConfigurationIdx");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.OnRep_SwitchState
|
|
// (Native, Protected)
|
|
|
|
void AFortTrack::OnRep_SwitchState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "OnRep_SwitchState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrack.OnSwitchStateChanged
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 NewSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OldSwitchState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumSwitchStates (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrack::OnSwitchStateChanged(int32 NewSwitchState, int32 OldSwitchState, int32 NumSwitchStates)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrack", "OnSwitchStateChanged");
|
|
|
|
Params::FortTrack_OnSwitchStateChanged Parms{};
|
|
|
|
Parms.NewSwitchState = NewSwitchState;
|
|
Parms.OldSwitchState = OldSwitchState;
|
|
Parms.NumSwitchStates = NumSwitchStates;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.OutpostStructureBase.OnOutpostOwnerStructureLevelChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AOutpostStructureBase::OnOutpostOwnerStructureLevelChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("OutpostStructureBase", "OnOutpostOwnerStructureLevelChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.OutpostStructureBase.OnRep_OutpostOwnerStructureLevel
|
|
// (Final, Native, Public)
|
|
|
|
void AOutpostStructureBase::OnRep_OutpostOwnerStructureLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("OutpostStructureBase", "OnRep_OutpostOwnerStructureLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.OutpostStructureBase.GetOutpostOwnerStructureLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AOutpostStructureBase::GetOutpostOwnerStructureLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("OutpostStructureBase", "GetOutpostOwnerStructureLevel");
|
|
|
|
Params::OutpostStructureBase_GetOutpostOwnerStructureLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.Activate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostCraftingTable::Activate(class AFortPlayerControllerOutpost* InPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "Activate");
|
|
|
|
Params::BuildingOutpostCraftingTable_Activate Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.Deactivate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostCraftingTable::Deactivate(class AFortPlayerControllerOutpost* InPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "Deactivate");
|
|
|
|
Params::BuildingOutpostCraftingTable_Deactivate Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.CanActivate
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingOutpostCraftingTable::CanActivate(class AFortPlayerControllerOutpost* InPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "CanActivate");
|
|
|
|
Params::BuildingOutpostCraftingTable_CanActivate Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.GetActivationCost
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostCraftingTable::GetActivationCost(class AFortPlayerControllerOutpost* InPC, TArray<struct FFortItemQuantityPair>* OutWorldItems) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetActivationCost");
|
|
|
|
Params::BuildingOutpostCraftingTable_GetActivationCost Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutWorldItems != nullptr)
|
|
*OutWorldItems = std::move(Parms.OutWorldItems);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsPerActivation
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostCraftingTable::GetNumberOfItemsPerActivation(class AFortPlayerControllerOutpost* InPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsPerActivation");
|
|
|
|
Params::BuildingOutpostCraftingTable_GetNumberOfItemsPerActivation Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.GetNumberOfItemsRemaining
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostCraftingTable::GetNumberOfItemsRemaining(class AFortPlayerControllerOutpost* InPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "GetNumberOfItemsRemaining");
|
|
|
|
Params::BuildingOutpostCraftingTable_GetNumberOfItemsRemaining Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostCraftingTable.IsActive
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingOutpostCraftingTable::IsActive(class AFortPlayerControllerOutpost* InPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostCraftingTable", "IsActive");
|
|
|
|
Params::BuildingOutpostCraftingTable_IsActive Parms{};
|
|
|
|
Parms.InPC = InPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.AbortDisintegration
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostFabricator::AbortDisintegration(class AFortPlayerControllerOutpost* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "AbortDisintegration");
|
|
|
|
Params::BuildingOutpostFabricator_AbortDisintegration Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.CanDisintegrateItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::CanDisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "CanDisintegrateItem");
|
|
|
|
Params::BuildingOutpostFabricator_CanDisintegrateItem Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.Item = Item;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.DisintegrateItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostFabricator::DisintegrateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItem* Item, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "DisintegrateItem");
|
|
|
|
Params::BuildingOutpostFabricator_DisintegrateItem Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.Item = Item;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.FabricateItem
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDef (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostFabricator::FabricateItem(class AFortPlayerControllerOutpost* FortPC, class UFortWorldItemDefinition* ItemDef)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "FabricateItem");
|
|
|
|
Params::BuildingOutpostFabricator_FabricateItem Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.ItemDef = ItemDef;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetAvailableRecipes
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortItem*> ABuildingOutpostFabricator::GetAvailableRecipes(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetAvailableRecipes");
|
|
|
|
Params::BuildingOutpostFabricator_GetAvailableRecipes Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.InventoryFilter = InventoryFilter;
|
|
Parms.SearchFilter = std::move(SearchFilter);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSeconds
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSeconds(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSeconds");
|
|
|
|
Params::BuildingOutpostFabricator_GetDisintegrationDurationInSeconds Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationDurationInSecondsForItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetDisintegrationDurationInSecondsForItem(class UFortWorldItem* Item, int32 Count) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationDurationInSecondsForItem");
|
|
|
|
Params::BuildingOutpostFabricator_GetDisintegrationDurationInSecondsForItem Parms{};
|
|
|
|
Parms.Item = Item;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationMinutesRemaining
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetDisintegrationMinutesRemaining(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationMinutesRemaining");
|
|
|
|
Params::BuildingOutpostFabricator_GetDisintegrationMinutesRemaining Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationSecondsRemaining
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetDisintegrationSecondsRemaining(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationSecondsRemaining");
|
|
|
|
Params::BuildingOutpostFabricator_GetDisintegrationSecondsRemaining Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetDisintegrationStartTime
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDateTime ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FDateTime ABuildingOutpostFabricator::GetDisintegrationStartTime(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetDisintegrationStartTime");
|
|
|
|
Params::BuildingOutpostFabricator_GetDisintegrationStartTime Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetGooFromDisintegrationAmount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetGooFromDisintegrationAmount(const class UFortWorldItem* Item) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooFromDisintegrationAmount");
|
|
|
|
Params::BuildingOutpostFabricator_GetGooFromDisintegrationAmount Parms{};
|
|
|
|
Parms.Item = Item;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetGooToFabricateAmount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortWorldItem* Item (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetGooToFabricateAmount(const class UFortWorldItem* Item) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetGooToFabricateAmount");
|
|
|
|
Params::BuildingOutpostFabricator_GetGooToFabricateAmount Parms{};
|
|
|
|
Parms.Item = Item;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetIncomingGooAmount(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmount");
|
|
|
|
Params::BuildingOutpostFabricator_GetIncomingGooAmount Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetIncomingGooAmountProgress
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetIncomingGooAmountProgress(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetIncomingGooAmountProgress");
|
|
|
|
Params::BuildingOutpostFabricator_GetIncomingGooAmountProgress Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetMaxGooCapacity
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetMaxGooCapacity(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetMaxGooCapacity");
|
|
|
|
Params::BuildingOutpostFabricator_GetMaxGooCapacity Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetPlayerItems
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortItem*> ABuildingOutpostFabricator::GetPlayerItems(class AFortPlayerControllerOutpost* FortPC, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetPlayerItems");
|
|
|
|
Params::BuildingOutpostFabricator_GetPlayerItems Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.InventoryFilter = InventoryFilter;
|
|
Parms.SearchFilter = std::move(SearchFilter);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.GetStoredGooAmount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostFabricator::GetStoredGooAmount(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "GetStoredGooAmount");
|
|
|
|
Params::BuildingOutpostFabricator_GetStoredGooAmount Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostFabricator.IsDisintegrating
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingOutpostFabricator::IsDisintegrating(class AFortPlayerControllerOutpost* FortPC) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostFabricator", "IsDisintegrating");
|
|
|
|
Params::BuildingOutpostFabricator_IsDisintegrating Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ApplyTempWeaponMaterialOverride
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMaterialInterface* MaterialOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::ApplyTempWeaponMaterialOverride(class UMaterialInterface* MaterialOverride)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ApplyTempWeaponMaterialOverride");
|
|
|
|
Params::FortWeapon_ApplyTempWeaponMaterialOverride Parms{};
|
|
|
|
Parms.MaterialOverride = MaterialOverride;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ClientGivenTo
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// class APawn* P (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::ClientGivenTo(class APawn* P)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ClientGivenTo");
|
|
|
|
Params::FortWeapon_ClientGivenTo Parms{};
|
|
|
|
Parms.P = P;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ClientReportShotFlags
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// uint32 ShotFlags (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ShotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::ClientReportShotFlags(uint32 ShotFlags, int32 ShotIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ClientReportShotFlags");
|
|
|
|
Params::FortWeapon_ClientReportShotFlags Parms{};
|
|
|
|
Parms.ShotFlags = ShotFlags;
|
|
Parms.ShotIndex = ShotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.DetermineReticleColor
|
|
// (Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FColor AFortWeapon::DetermineReticleColor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "DetermineReticleColor");
|
|
|
|
Params::FortWeapon_DetermineReticleColor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GameplayCue_Impact
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::GameplayCue_Impact(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GameplayCue_Impact");
|
|
|
|
Params::FortWeapon_GameplayCue_Impact Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GameplayCue_Weapons_Activation
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::GameplayCue_Weapons_Activation(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_Activation");
|
|
|
|
Params::FortWeapon_GameplayCue_Weapons_Activation Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GameplayCue_Weapons_ChargeUp
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& Parameters (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::GameplayCue_Weapons_ChargeUp(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_ChargeUp");
|
|
|
|
Params::FortWeapon_GameplayCue_Weapons_ChargeUp Parms{};
|
|
|
|
Parms.EventType = EventType;
|
|
Parms.Parameters = std::move(Parameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetActiveAlterations
|
|
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class UFortAlterationItemDefinition*>*outActiveAlterations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::GetActiveAlterations(TArray<class UFortAlterationItemDefinition*>* outActiveAlterations)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetActiveAlterations");
|
|
|
|
Params::FortWeapon_GetActiveAlterations Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (outActiveAlterations != nullptr)
|
|
*outActiveAlterations = std::move(Parms.outActiveAlterations);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.K2_OnUnEquip
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortWeapon::K2_OnUnEquip()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "K2_OnUnEquip");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnAmmoCountChanged
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnAmmoCountChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnAmmoCountChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnEndCharge
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnEndCharge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnEndCharge");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnEquippedWeaponDestory
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnEquippedWeaponDestory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestory");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnEquippedWeaponDestroyWrapper
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
|
|
|
|
void AFortWeapon::OnEquippedWeaponDestroyWrapper()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestroyWrapper");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnInitAlteration
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnInitAlteration");
|
|
|
|
Params::FortWeapon_OnInitAlteration Parms{};
|
|
|
|
Parms.NewAlteration = NewAlteration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnInitCosmeticAlterations
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* DynamicMaterialInstance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod, class UMaterialInstanceDynamic* DynamicMaterialInstance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnInitCosmeticAlterations");
|
|
|
|
Params::FortWeapon_OnInitCosmeticAlterations Parms{};
|
|
|
|
Parms.CosmeticMod = std::move(CosmeticMod);
|
|
Parms.DynamicMaterialInstance = DynamicMaterialInstance;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnOutOfAmmoFire
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnOutOfAmmoFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnOutOfAmmoFire");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnPawnMontageStarted
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// class UAnimMontage* PawnMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnPawnMontageStarted(class UAnimMontage* PawnMontage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnPawnMontageStarted");
|
|
|
|
Params::FortWeapon_OnPawnMontageStarted Parms{};
|
|
|
|
Parms.PawnMontage = PawnMontage;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnPlayImpactFX
|
|
// (Event, Protected, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// EPhysicalSurface ImpactPhysicalSurface (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UParticleSystemComponent* SpawnedPSC (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnPlayImpactFX(const struct FHitResult& HitResult, EPhysicalSurface ImpactPhysicalSurface, class UParticleSystemComponent* SpawnedPSC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnPlayImpactFX");
|
|
|
|
Params::FortWeapon_OnPlayImpactFX Parms{};
|
|
|
|
Parms.HitResult = std::move(HitResult);
|
|
Parms.ImpactPhysicalSurface = ImpactPhysicalSurface;
|
|
Parms.SpawnedPSC = SpawnedPSC;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnPlayReloadFX
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnPlayReloadFX(EFortReloadFXState ReloadStage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnPlayReloadFX");
|
|
|
|
Params::FortWeapon_OnPlayReloadFX Parms{};
|
|
|
|
Parms.ReloadStage = ReloadStage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnPlayWeaponFireFX
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnPlayWeaponFireFX(bool bPersistentFire)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnPlayWeaponFireFX");
|
|
|
|
Params::FortWeapon_OnPlayWeaponFireFX Parms{};
|
|
|
|
Parms.bPersistentFire = bPersistentFire;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnReachedMaxCharge
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnReachedMaxCharge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnReachedMaxCharge");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnReachedMinCharge
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnReachedMinCharge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnReachedMinCharge");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnRep_AmmoCount
|
|
// (Native, Protected)
|
|
|
|
void AFortWeapon::OnRep_AmmoCount()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnRep_AmmoCount");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnRep_ReplicatedAppliedAlterations
|
|
// (Native, Protected)
|
|
|
|
void AFortWeapon::OnRep_ReplicatedAppliedAlterations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedAppliedAlterations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnRep_ReplicatedWeaponData
|
|
// (Native, Protected)
|
|
|
|
void AFortWeapon::OnRep_ReplicatedWeaponData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedWeaponData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnSetTargeting
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bNewIsTargeting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnSetTargeting(bool bNewIsTargeting)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnSetTargeting");
|
|
|
|
Params::FortWeapon_OnSetTargeting Parms{};
|
|
|
|
Parms.bNewIsTargeting = bNewIsTargeting;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnStartCharge
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnStartCharge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnStartCharge");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnStopWeaponFireFX
|
|
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnStopWeaponFireFX()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnStopWeaponFireFX");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnWeaponAttached
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortWeapon::OnWeaponAttached()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnWeaponAttached");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.OnWeaponVisibilityChanged
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::OnWeaponVisibilityChanged(bool bVisible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "OnWeaponVisibilityChanged");
|
|
|
|
Params::FortWeapon_OnWeaponVisibilityChanged Parms{};
|
|
|
|
Parms.bVisible = bVisible;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.PlayNativeImpactFX
|
|
// (Native, Protected, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayCueParameters& GameplayCueParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::PlayNativeImpactFX(const struct FHitResult& HitResult, const struct FGameplayCueParameters& GameplayCueParameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "PlayNativeImpactFX");
|
|
|
|
Params::FortWeapon_PlayNativeImpactFX Parms{};
|
|
|
|
Parms.HitResult = std::move(HitResult);
|
|
Parms.GameplayCueParameters = std::move(GameplayCueParameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.PlayReloadFX
|
|
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortReloadFXState ReloadStage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "PlayReloadFX");
|
|
|
|
Params::FortWeapon_PlayReloadFX Parms{};
|
|
|
|
Parms.ReloadStage = ReloadStage;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.PlayWeaponFireFX
|
|
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bSecondaryFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::PlayWeaponFireFX(bool bSecondaryFire)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "PlayWeaponFireFX");
|
|
|
|
Params::FortWeapon_PlayWeaponFireFX Parms{};
|
|
|
|
Parms.bSecondaryFire = bSecondaryFire;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ResetTempWeaponMaterialOverride
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortWeapon::ResetTempWeaponMaterialOverride()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ResetTempWeaponMaterialOverride");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ServerResetShotReport
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortWeapon::ServerResetShotReport()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ServerResetShotReport");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.ServerStartCharge
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortWeapon::ServerStartCharge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "ServerStartCharge");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.SetShouldDrawNativeReticle
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInShouldDrawReticle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "SetShouldDrawNativeReticle");
|
|
|
|
Params::FortWeapon_SetShouldDrawNativeReticle Parms{};
|
|
|
|
Parms.bInShouldDrawReticle = bInShouldDrawReticle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.SetWeaponVisibility
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bDesiredVisibility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "SetWeaponVisibility");
|
|
|
|
Params::FortWeapon_SetWeaponVisibility Parms{};
|
|
|
|
Parms.bDesiredVisibility = bDesiredVisibility;
|
|
Parms.bForceUpdate = bForceUpdate;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.StopWeaponFireFX
|
|
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortWeapon::StopWeaponFireFX()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "StopWeaponFireFX");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.UseWeaponDurability
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float DurabilityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeapon::UseWeaponDurability(float DurabilityScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "UseWeaponDurability");
|
|
|
|
Params::FortWeapon_UseWeaponDurability Parms{};
|
|
|
|
Parms.DurabilityScale = DurabilityScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetAlterations
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortAlterationItemDefinition*> AFortWeapon::GetAlterations() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetAlterations");
|
|
|
|
Params::FortWeapon_GetAlterations Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetBulletsPerClip
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortWeapon::GetBulletsPerClip() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetBulletsPerClip");
|
|
|
|
Params::FortWeapon_GetBulletsPerClip Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetChargePercent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeapon::GetChargePercent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetChargePercent");
|
|
|
|
Params::FortWeapon_GetChargePercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetCoreAnimation
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortWeaponCoreAnimation AFortWeapon::GetCoreAnimation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetCoreAnimation");
|
|
|
|
Params::FortWeapon_GetCoreAnimation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetCurrentMaxChargePercent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeapon::GetCurrentMaxChargePercent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetCurrentMaxChargePercent");
|
|
|
|
Params::FortWeapon_GetCurrentMaxChargePercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetDamageStartLocation
|
|
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector* AimDir (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortWeapon::GetDamageStartLocation(struct FVector* AimDir) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetDamageStartLocation");
|
|
|
|
Params::FortWeapon_GetDamageStartLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AimDir != nullptr)
|
|
*AimDir = std::move(Parms.AimDir);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetLocalMagazineAmmoCount
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortWeapon::GetLocalMagazineAmmoCount() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetLocalMagazineAmmoCount");
|
|
|
|
Params::FortWeapon_GetLocalMagazineAmmoCount Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetLocalRemainingAmmo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortWeapon::GetLocalRemainingAmmo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetLocalRemainingAmmo");
|
|
|
|
Params::FortWeapon_GetLocalRemainingAmmo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetMagazineAmmoCount
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortWeapon::GetMagazineAmmoCount() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetMagazineAmmoCount");
|
|
|
|
Params::FortWeapon_GetMagazineAmmoCount Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetRange
|
|
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeapon::GetRange() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetRange");
|
|
|
|
Params::FortWeapon_GetRange Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetReloadProgress
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeapon::GetReloadProgress() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetReloadProgress");
|
|
|
|
Params::FortWeapon_GetReloadProgress Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetReloadTime
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeapon::GetReloadTime() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetReloadTime");
|
|
|
|
Params::FortWeapon_GetReloadTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetRemainingAmmo
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortWeapon::GetRemainingAmmo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetRemainingAmmo");
|
|
|
|
Params::FortWeapon_GetRemainingAmmo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.GetReticleColor
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FColor AFortWeapon::GetReticleColor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "GetReticleColor");
|
|
|
|
Params::FortWeapon_GetReticleColor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeapon.IsReloading
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortWeapon::IsReloading() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeapon", "IsReloading");
|
|
|
|
Params::FortWeapon_IsReloading Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoTool.OnCarriedActorDestroyed
|
|
// (Final, Native, Private)
|
|
|
|
void AFortDecoTool::OnCarriedActorDestroyed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoTool", "OnCarriedActorDestroyed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoTool.OnRep_CarriedActor
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortDecoTool::OnRep_CarriedActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoTool", "OnRep_CarriedActor");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoTool.OnRep_ItemDefinition
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortDecoTool::OnRep_ItemDefinition()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoTool", "OnRep_ItemDefinition");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoTool.ServerSpawnDeco
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& Rotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class ABuildingSMActor* AttachedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoTool::ServerSpawnDeco(const struct FVector& Location, const struct FRotator& Rotation, class ABuildingSMActor* AttachedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoTool", "ServerSpawnDeco");
|
|
|
|
Params::FortDecoTool_ServerSpawnDeco Parms{};
|
|
|
|
Parms.Location = std::move(Location);
|
|
Parms.Rotation = std::move(Rotation);
|
|
Parms.AttachedActor = AttachedActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.MoveItemFromStorage
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostStorageVault::MoveItemFromStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemFromStorage");
|
|
|
|
Params::BuildingOutpostStorageVault_MoveItemFromStorage Parms{};
|
|
|
|
Parms.Player = Player;
|
|
Parms.Item = Item;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.MoveItemToStorage
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItem* Item (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostStorageVault::MoveItemToStorage(class AFortPlayerControllerOutpost* Player, class UFortWorldItem* Item, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "MoveItemToStorage");
|
|
|
|
Params::BuildingOutpostStorageVault_MoveItemToStorage Parms{};
|
|
|
|
Parms.Player = Player;
|
|
Parms.Item = Item;
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.GetMaxSlotsNum
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostStorageVault::GetMaxSlotsNum(class AFortPlayerControllerOutpost* Player) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetMaxSlotsNum");
|
|
|
|
Params::BuildingOutpostStorageVault_GetMaxSlotsNum Parms{};
|
|
|
|
Parms.Player = Player;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.GetOccupiedSlotsNum
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingOutpostStorageVault::GetOccupiedSlotsNum(class AFortPlayerControllerOutpost* Player) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetOccupiedSlotsNum");
|
|
|
|
Params::BuildingOutpostStorageVault_GetOccupiedSlotsNum Parms{};
|
|
|
|
Parms.Player = Player;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.GetPlayerItems
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortItem*> ABuildingOutpostStorageVault::GetPlayerItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetPlayerItems");
|
|
|
|
Params::BuildingOutpostStorageVault_GetPlayerItems Parms{};
|
|
|
|
Parms.Player = Player;
|
|
Parms.InventoryFilter = InventoryFilter;
|
|
Parms.SearchFilter = std::move(SearchFilter);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStorageVault.GetStoredItems
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortInventoryFilter InventoryFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& SearchFilter (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UFortItem*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortItem*> ABuildingOutpostStorageVault::GetStoredItems(class AFortPlayerControllerOutpost* Player, EFortInventoryFilter InventoryFilter, const class FString& SearchFilter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStorageVault", "GetStoredItems");
|
|
|
|
Params::BuildingOutpostStorageVault_GetStoredItems Parms{};
|
|
|
|
Parms.Player = Player;
|
|
Parms.InventoryFilter = InventoryFilter;
|
|
Parms.SearchFilter = std::move(SearchFilter);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.HandleSharedInventoryUpdate
|
|
// (Native, Protected)
|
|
|
|
void AFortGameState::HandleSharedInventoryUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "HandleSharedInventoryUpdate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_CurrentWUID
|
|
// (Native, Protected)
|
|
|
|
void AFortGameState::OnRep_CurrentWUID()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_CurrentWUID");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_DayPhaseHandler
|
|
// (Native, Protected)
|
|
|
|
void AFortGameState::OnRep_DayPhaseHandler()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_DayPhaseHandler");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_FeedbackManager
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortGameState::OnRep_FeedbackManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_FeedbackManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_GameplayState
|
|
// (Native, Protected)
|
|
|
|
void AFortGameState::OnRep_GameplayState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_GameplayState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_MissionManager
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortGameState::OnRep_MissionManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_MissionManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.OnRep_WorldManager
|
|
// (Native, Protected)
|
|
|
|
void AFortGameState::OnRep_WorldManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "OnRep_WorldManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameState.GetDayPhaseHandler
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortDayNightLightingAndFog* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortDayNightLightingAndFog* AFortGameState::GetDayPhaseHandler() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameState", "GetDayPhaseHandler");
|
|
|
|
Params::FortGameState_GetDayPhaseHandler Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnBuilt
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::BlueprintOnBuilt()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnBuilt");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.BlueprintOnDefended
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::BlueprintOnDefended()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "BlueprintOnDefended");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.Build
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::Build(class AFortPlayerControllerOutpost* InBuildingPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "Build");
|
|
|
|
Params::BuildingOutpostStormshieldUpgrade_Build Parms{};
|
|
|
|
Parms.InBuildingPlayer = InBuildingPlayer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.EmergencySetBuildFlag
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewBuild (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::EmergencySetBuildFlag(bool bNewBuild)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "EmergencySetBuildFlag");
|
|
|
|
Params::BuildingOutpostStormshieldUpgrade_EmergencySetBuildFlag Parms{};
|
|
|
|
Parms.bNewBuild = bNewBuild;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bBuilt
|
|
// (Final, Native, Public)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::OnRep_bBuilt()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bBuilt");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.OnRep_bDefended
|
|
// (Final, Native, Public)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::OnRep_bDefended()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "OnRep_bDefended");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.WasDefended
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void ABuildingOutpostStormshieldUpgrade::WasDefended()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "WasDefended");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingOutpostStormshieldUpgrade.CanBuild
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerControllerOutpost* InBuildingPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingOutpostStormshieldUpgrade::CanBuild(class AFortPlayerControllerOutpost* InBuildingPlayer, bool bLog) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingOutpostStormshieldUpgrade", "CanBuild");
|
|
|
|
Params::BuildingOutpostStormshieldUpgrade_CanBuild Parms{};
|
|
|
|
Parms.InBuildingPlayer = InBuildingPlayer;
|
|
Parms.bLog = bLog;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_ItemRegenMaxStack
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_ItemRegenMaxStack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemRegenMaxStack");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_MaxStamina
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_MaxStamina()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_MaxStamina");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_SprintCost
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_SprintCost()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_SprintCost");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_Stamina
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_Stamina()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Stamina");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaCost
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_StaminaCost()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaCost");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenDelay
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_StaminaRegenDelay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenDelay");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenRate
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_StaminaRegenRate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenRate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponRateOfFire
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_WeaponRateOfFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponRateOfFire");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAttrSet.OnRep_WeaponReloadSpeed
|
|
// (Final, Native, Public)
|
|
|
|
void UFortPlayerAttrSet::OnRep_WeaponReloadSpeed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_WeaponReloadSpeed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetNumericValue
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetNumericValue");
|
|
|
|
Params::FortTooltip_GetNumericValue Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutVal != nullptr)
|
|
*OutVal = Parms.OutVal;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetNumericValueInternal
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* OutVal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetNumericValueInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, float* OutVal) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetNumericValueInternal");
|
|
|
|
Params::FortTooltip_GetNumericValueInternal Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutVal != nullptr)
|
|
*OutVal = Parms.OutVal;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetTextForToken");
|
|
|
|
Params::FortTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetTextForTokenInternal
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetTextForTokenInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetTextForTokenInternal");
|
|
|
|
Params::FortTooltip_GetTextForTokenInternal Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTooltip.GetTokenizedDescriptionTextInternal
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTooltip::GetTokenizedDescriptionTextInternal(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionTextInternal");
|
|
|
|
Params::FortTooltip_GetTokenizedDescriptionTextInternal Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinitionTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTextForToken");
|
|
|
|
Params::FortItemDefinitionTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortItemDefinitionTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortItemDefinitionTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorldItemDefinitionTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortWorldItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTextForToken");
|
|
|
|
Params::FortWorldItemDefinitionTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWorldItemDefinitionTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortWorldItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWorldItemDefinitionTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortWorldItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.AddDamageComponent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UPrimitiveComponent* DamageComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::AddDamageComponent(class UPrimitiveComponent* DamageComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "AddDamageComponent");
|
|
|
|
Params::BuildingTrap_AddDamageComponent Parms{};
|
|
|
|
Parms.DamageComponent = DamageComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.AddTriggerComponent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UPrimitiveComponent* TriggerComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::AddTriggerComponent(class UPrimitiveComponent* TriggerComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "AddTriggerComponent");
|
|
|
|
Params::BuildingTrap_AddTriggerComponent Parms{};
|
|
|
|
Parms.TriggerComponent = TriggerComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.AttemptRetrigger
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float Seconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::AttemptRetrigger(float Seconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "AttemptRetrigger");
|
|
|
|
Params::BuildingTrap_AttemptRetrigger Parms{};
|
|
|
|
Parms.Seconds = Seconds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.FinishTrigger
|
|
// (Native, Public, BlueprintCallable)
|
|
|
|
void ABuildingTrap::FinishTrigger()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "FinishTrigger");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetArmTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetArmTime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetArmTime");
|
|
|
|
Params::BuildingTrap_GetArmTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetBuildTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetBuildTime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetBuildTime");
|
|
|
|
Params::BuildingTrap_GetBuildTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetCenter
|
|
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector ABuildingTrap::GetCenter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetCenter");
|
|
|
|
Params::BuildingTrap_GetCenter Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetReloadTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetReloadTime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetReloadTime");
|
|
|
|
Params::BuildingTrap_GetReloadTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnDestroy
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnDestroy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnDestroy");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnFinishedBuilding
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnFinishedBuilding()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnFinishedBuilding");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnInitAlteration
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// class UFortAlterationItemDefinition* NewAlteration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnInitAlteration");
|
|
|
|
Params::BuildingTrap_OnInitAlteration Parms{};
|
|
|
|
Parms.NewAlteration = NewAlteration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnInitCosmeticAlterations
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortCosmeticModification& CosmeticMod (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnInitCosmeticAlterations");
|
|
|
|
Params::BuildingTrap_OnInitCosmeticAlterations Parms{};
|
|
|
|
Parms.CosmeticMod = std::move(CosmeticMod);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnOutOfDurability
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnOutOfDurability()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnOutOfDurability");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnPlaced
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnPlaced()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnPlaced");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnReloadBegin
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnReloadBegin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnReloadBegin");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnReloadEnd
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingTrap::OnReloadEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnReloadEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnRep_AttachedTo
|
|
// (Native, Protected)
|
|
|
|
void ABuildingTrap::OnRep_AttachedTo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnRep_AttachedTo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnRep_ReplicatedAppliedAlterations
|
|
// (Native, Protected)
|
|
|
|
void ABuildingTrap::OnRep_ReplicatedAppliedAlterations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnRep_ReplicatedAppliedAlterations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.OnTriggerTouch
|
|
// (Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingTrap::OnTriggerTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "OnTriggerTouch");
|
|
|
|
Params::BuildingTrap_OnTriggerTouch Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
Parms.bFromSweep = bFromSweep;
|
|
Parms.SweepResult = std::move(SweepResult);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.TriggerIfAppropriate
|
|
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
|
|
|
|
void ABuildingTrap::TriggerIfAppropriate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "TriggerIfAppropriate");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.BP_ShouldTrigger
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const TArray<class AActor*>& TouchingActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingTrap::BP_ShouldTrigger(const TArray<class AActor*>& TouchingActors) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "BP_ShouldTrigger");
|
|
|
|
Params::BuildingTrap_BP_ShouldTrigger Parms{};
|
|
|
|
Parms.TouchingActors = std::move(TouchingActors);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetAlterations
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortAlterationItemDefinition*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UFortAlterationItemDefinition*> ABuildingTrap::GetAlterations() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetAlterations");
|
|
|
|
Params::BuildingTrap_GetAlterations Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetBuildingAttachedTo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetBuildingAttachedTo");
|
|
|
|
Params::BuildingTrap_GetBuildingAttachedTo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetDamageDelay
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetDamageDelay() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetDamageDelay");
|
|
|
|
Params::BuildingTrap_GetDamageDelay Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetDurabilityPercent
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetDurabilityPercent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetDurabilityPercent");
|
|
|
|
Params::BuildingTrap_GetDurabilityPercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetFireDelay
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetFireDelay() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetFireDelay");
|
|
|
|
Params::BuildingTrap_GetFireDelay Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetFireLocationAndRotation
|
|
// (Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform ABuildingTrap::GetFireLocationAndRotation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetFireLocationAndRotation");
|
|
|
|
Params::BuildingTrap_GetFireLocationAndRotation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetMaxDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float ABuildingTrap::GetMaxDurability() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetMaxDurability");
|
|
|
|
Params::BuildingTrap_GetMaxDurability Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetTouchingDamageTargets
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortTargetFilter& Filter (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AActor*> ABuildingTrap::GetTouchingDamageTargets(const struct FFortTargetFilter& Filter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetTouchingDamageTargets");
|
|
|
|
Params::BuildingTrap_GetTouchingDamageTargets Parms{};
|
|
|
|
Parms.Filter = std::move(Filter);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.GetTrapLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 ABuildingTrap::GetTrapLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "GetTrapLevel");
|
|
|
|
Params::BuildingTrap_GetTrapLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTrap.HasDurability
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool ABuildingTrap::HasDurability() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTrap", "HasDurability");
|
|
|
|
Params::BuildingTrap_HasDurability Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.GetBulletShellFXTemplate
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// class UParticleSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UParticleSystem* AFortWeaponRanged::GetBulletShellFXTemplate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "GetBulletShellFXTemplate");
|
|
|
|
Params::FortWeaponRanged_GetBulletShellFXTemplate Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.ShouldSpawnBulletShellFX
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortWeaponRanged::ShouldSpawnBulletShellFX()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "ShouldSpawnBulletShellFX");
|
|
|
|
Params::FortWeaponRanged_ShouldSpawnBulletShellFX Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.GetMuzzleLocation
|
|
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortWeaponRanged::GetMuzzleLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleLocation");
|
|
|
|
Params::FortWeaponRanged_GetMuzzleLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.GetMuzzleSocketTransform
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform AFortWeaponRanged::GetMuzzleSocketTransform() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "GetMuzzleSocketTransform");
|
|
|
|
Params::FortWeaponRanged_GetMuzzleSocketTransform Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.GetTimeToNextFire
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortWeaponRanged::GetTimeToNextFire() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "GetTimeToNextFire");
|
|
|
|
Params::FortWeaponRanged_GetTimeToNextFire Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeaponRanged.ShouldDisplayAmmoCounter
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeaponRanged", "ShouldDisplayAmmoCounter");
|
|
|
|
Params::FortWeaponRanged_ShouldDisplayAmmoCounter Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeap_WannaGun.OnRep_LastHitActorClass
|
|
// (Final, Native, Private)
|
|
|
|
void AFortWeap_WannaGun::OnRep_LastHitActorClass()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeap_WannaGun", "OnRep_LastHitActorClass");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingWall.OnRep_bDoorCollisionDisabled
|
|
// (Native, Protected)
|
|
|
|
void ABuildingWall::OnRep_bDoorCollisionDisabled()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingWall", "OnRep_bDoorCollisionDisabled");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingWall.OnRep_bDoorOpen
|
|
// (Native, Protected)
|
|
|
|
void ABuildingWall::OnRep_bDoorOpen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingWall", "OnRep_bDoorOpen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.AssociateWithTheMission
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortMission* KeepMission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeartBase::AssociateWithTheMission(class AFortMission* KeepMission)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "AssociateWithTheMission");
|
|
|
|
Params::KeepHeartBase_AssociateWithTheMission Parms{};
|
|
|
|
Parms.KeepMission = KeepMission;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.IsKeepLoaded
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeartBase::IsKeepLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "IsKeepLoaded");
|
|
|
|
Params::KeepHeartBase_IsKeepLoaded Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.IsKeepOwner
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class AFortPlayerController* FortPC (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeartBase::IsKeepOwner(const class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "IsKeepOwner");
|
|
|
|
Params::KeepHeartBase_IsKeepOwner Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.LoadUserKeep
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeartBase::LoadUserKeep(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "LoadUserKeep");
|
|
|
|
Params::KeepHeartBase_LoadUserKeep Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.ResetUserKeep
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeartBase::ResetUserKeep(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "ResetUserKeep");
|
|
|
|
Params::KeepHeartBase_ResetUserKeep Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.SaveUserKeep
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeartBase::SaveUserKeep(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "SaveUserKeep");
|
|
|
|
Params::KeepHeartBase_SaveUserKeep Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeartBase.SetAllowLooting
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bAllowed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeartBase::SetAllowLooting(bool bAllowed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeartBase", "SetAllowLooting");
|
|
|
|
Params::KeepHeartBase_SetAllowLooting Parms{};
|
|
|
|
Parms.bAllowed = bAllowed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepEventInfo.GetWave
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FKeepEventWaveData ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
const struct FKeepEventWaveData UFortKeepEventInfo::GetWave(int32 INDEX)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepEventInfo", "GetWave");
|
|
|
|
Params::FortKeepEventInfo_GetWave Parms{};
|
|
|
|
Parms.INDEX = INDEX;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepEventInfo.NumberOfWaves
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortKeepEventInfo::NumberOfWaves()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepEventInfo", "NumberOfWaves");
|
|
|
|
Params::FortKeepEventInfo_NumberOfWaves Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepEventList.GetEvent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FKeepEventInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FKeepEventInfo UFortKeepEventList::GetEvent(int32 Idx)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepEventList", "GetEvent");
|
|
|
|
Params::FortKeepEventList_GetEvent Parms{};
|
|
|
|
Parms.Idx = Idx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepEventList.GetEventDescription
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 Idx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortKeepEventList::GetEventDescription(int32 Idx)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepEventList", "GetEventDescription");
|
|
|
|
Params::FortKeepEventList_GetEventDescription Parms{};
|
|
|
|
Parms.Idx = Idx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.GetEventDescriptionFromTheList
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortKeepDefenseManager::GetEventDescriptionFromTheList(class UFortKeepEventList* EventList, int32 EventNumber)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "GetEventDescriptionFromTheList");
|
|
|
|
Params::FortKeepDefenseManager_GetEventDescriptionFromTheList Parms{};
|
|
|
|
Parms.EventList = EventList;
|
|
Parms.EventNumber = EventNumber;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.GetNumberAliveEnemies
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortKeepDefenseManager::GetNumberAliveEnemies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "GetNumberAliveEnemies");
|
|
|
|
Params::FortKeepDefenseManager_GetNumberAliveEnemies Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.GetWaveDescription
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortKeepDefenseManager::GetWaveDescription()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "GetWaveDescription");
|
|
|
|
Params::FortKeepDefenseManager_GetWaveDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.GoToNextWave
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortKeepDefenseManager::GoToNextWave()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "GoToNextWave");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.SkipWarmup
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortKeepDefenseManager::SkipWarmup()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "SkipWarmup");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.StartAIEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 EncounterDifficultyLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AliveMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* AFortKeepDefenseManager::StartAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo, int32 ActivationDelay, int32 EncounterDifficultyLevel, float AliveMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "StartAIEncounter");
|
|
|
|
Params::FortKeepDefenseManager_StartAIEncounter Parms{};
|
|
|
|
Parms.EncounterTemplate = EncounterTemplate;
|
|
Parms.TargetActor = TargetActor;
|
|
Parms.SpawnGroupProgressionInfo = SpawnGroupProgressionInfo;
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
Parms.EncounterDifficultyLevel = EncounterDifficultyLevel;
|
|
Parms.AliveMultiplier = AliveMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.StartEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortKeepEventInfo* EventTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 DifficultyLevelOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortKeepDefenseManager::StartEvent(class UFortKeepEventInfo* EventTemplate, int32 DifficultyLevelOffset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "StartEvent");
|
|
|
|
Params::FortKeepDefenseManager_StartEvent Parms{};
|
|
|
|
Parms.EventTemplate = EventTemplate;
|
|
Parms.DifficultyLevelOffset = DifficultyLevelOffset;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.StartEventFromList
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortKeepEventList* EventList (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 EventNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortKeepDefenseManager::StartEventFromList(class UFortKeepEventList* EventList, int32 EventNumber)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "StartEventFromList");
|
|
|
|
Params::FortKeepDefenseManager_StartEventFromList Parms{};
|
|
|
|
Parms.EventList = EventList;
|
|
Parms.EventNumber = EventNumber;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKeepDefenseManager.StopEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortKeepDefenseManager::StopEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortKeepDefenseManager", "StopEvent");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.ApplyPreferredDisplayState
|
|
// (Final, Native, Public)
|
|
|
|
void AMyTownBuildingActor::ApplyPreferredDisplayState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "ApplyPreferredDisplayState");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.CreateUMGCollectWidget
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// class UNativeWidgetHost* InNativeWidgetHost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AMyTownBuildingActor::CreateUMGCollectWidget(class UNativeWidgetHost* InNativeWidgetHost)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "CreateUMGCollectWidget");
|
|
|
|
Params::MyTownBuildingActor_CreateUMGCollectWidget Parms{};
|
|
|
|
Parms.InNativeWidgetHost = InNativeWidgetHost;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.OnBuildingClicked
|
|
// (Final, Native, Public)
|
|
|
|
void AMyTownBuildingActor::OnBuildingClicked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "OnBuildingClicked");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.OnMouseOverBegin
|
|
// (Final, Native, Protected)
|
|
|
|
void AMyTownBuildingActor::OnMouseOverBegin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverBegin");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.OnMouseOverEnd
|
|
// (Final, Native, Protected)
|
|
|
|
void AMyTownBuildingActor::OnMouseOverEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "OnMouseOverEnd");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.OnMyTownBuildingCustomDisplayChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AMyTownBuildingActor::OnMyTownBuildingCustomDisplayChanged(EMyTownBuildingActorDisplayState NewDisplayState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "OnMyTownBuildingCustomDisplayChanged");
|
|
|
|
Params::MyTownBuildingActor_OnMyTownBuildingCustomDisplayChanged Parms{};
|
|
|
|
Parms.NewDisplayState = NewDisplayState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.SetBuildingTemplateId
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& InBuildingTemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AMyTownBuildingActor::SetBuildingTemplateId(const class FString& InBuildingTemplateId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "SetBuildingTemplateId");
|
|
|
|
Params::MyTownBuildingActor_SetBuildingTemplateId Parms{};
|
|
|
|
Parms.InBuildingTemplateId = std::move(InBuildingTemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.SetCustomDisplayState
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EMyTownBuildingActorDisplayState NewDisplayState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AMyTownBuildingActor::SetCustomDisplayState(EMyTownBuildingActorDisplayState NewDisplayState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "SetCustomDisplayState");
|
|
|
|
Params::MyTownBuildingActor_SetCustomDisplayState Parms{};
|
|
|
|
Parms.NewDisplayState = NewDisplayState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.ShouldShowBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AMyTownBuildingActor::ShouldShowBang()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "ShouldShowBang");
|
|
|
|
Params::MyTownBuildingActor_ShouldShowBang Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.GetCustomDisplayActors
|
|
// (RequiredAPI, Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class ABuildingActor*> AMyTownBuildingActor::GetCustomDisplayActors() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayActors");
|
|
|
|
Params::MyTownBuildingActor_GetCustomDisplayActors Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.MyTownBuildingActor.GetCustomDisplayState
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EMyTownBuildingActorDisplayState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EMyTownBuildingActorDisplayState AMyTownBuildingActor::GetCustomDisplayState() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MyTownBuildingActor", "GetCustomDisplayState");
|
|
|
|
Params::MyTownBuildingActor_GetCustomDisplayState Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.GetUIMapManager
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortInGameMapManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortInGameMapManager* AFortGameStateZone::GetUIMapManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "GetUIMapManager");
|
|
|
|
Params::FortGameStateZone_GetUIMapManager Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.OnRep_PlayerStructuresChanged
|
|
// (Native, Public)
|
|
|
|
void AFortGameStateZone::OnRep_PlayerStructuresChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerStructuresChanged");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.OnRep_TheaterNameUpdated
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortGameStateZone::OnRep_TheaterNameUpdated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "OnRep_TheaterNameUpdated");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.OnRep_UIMapManager
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortGameStateZone::OnRep_UIMapManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "OnRep_UIMapManager");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.ServerFireAIDirectorEvent
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float EventMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameStateZone::ServerFireAIDirectorEvent(EFortAIDirectorEvent Event, class UObject* EventSource, class UObject* EventTarget, float EventMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "ServerFireAIDirectorEvent");
|
|
|
|
Params::FortGameStateZone_ServerFireAIDirectorEvent Parms{};
|
|
|
|
Parms.Event = Event;
|
|
Parms.EventSource = EventSource;
|
|
Parms.EventTarget = EventTarget;
|
|
Parms.EventMultiplier = EventMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateZone.GetGameDifficulty
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortGameStateZone::GetGameDifficulty() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateZone", "GetGameDifficulty");
|
|
|
|
Params::FortGameStateZone_GetGameDifficulty Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateOutpost.SetGameDifficultyRow
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameStateOutpost::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateOutpost", "SetGameDifficultyRow");
|
|
|
|
Params::FortGameStateOutpost_SetGameDifficultyRow Parms{};
|
|
|
|
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.DelayedVoteSuccess
|
|
// (Final, Native, Public)
|
|
|
|
void AKeepHeart::DelayedVoteSuccess()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "DelayedVoteSuccess");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.DestroyNonPermaniteStructures
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeart::DestroyNonPermaniteStructures()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "DestroyNonPermaniteStructures");
|
|
|
|
Params::KeepHeart_DestroyNonPermaniteStructures Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetAveragePermaniteLevel
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AKeepHeart::GetAveragePermaniteLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetAveragePermaniteLevel");
|
|
|
|
Params::KeepHeart_GetAveragePermaniteLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetPermaniteStructureLimit
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AKeepHeart::GetPermaniteStructureLimit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureLimit");
|
|
|
|
Params::KeepHeart_GetPermaniteStructureLimit Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetPermaniteStructureNumber
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AKeepHeart::GetPermaniteStructureNumber()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetPermaniteStructureNumber");
|
|
|
|
Params::KeepHeart_GetPermaniteStructureNumber Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetUpgradeAllPermaniteCost
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AKeepHeart::GetUpgradeAllPermaniteCost(class AFortPlayerController* FortPC, bool bQuickUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetUpgradeAllPermaniteCost");
|
|
|
|
Params::KeepHeart_GetUpgradeAllPermaniteCost Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.bQuickUpgrade = bQuickUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetWorldStreamingInProgress
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AKeepHeart::GetWorldStreamingInProgress()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetWorldStreamingInProgress");
|
|
|
|
Params::KeepHeart_GetWorldStreamingInProgress Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.HandleVoteComplete
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::HandleVoteComplete(bool bResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "HandleVoteComplete");
|
|
|
|
Params::KeepHeart_HandleVoteComplete Parms{};
|
|
|
|
Parms.bResult = bResult;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.IsWorldStreamedIn
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeart::IsWorldStreamedIn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "IsWorldStreamedIn");
|
|
|
|
Params::KeepHeart_IsWorldStreamedIn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.IsWorldStreamingIn
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeart::IsWorldStreamingIn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "IsWorldStreamingIn");
|
|
|
|
Params::KeepHeart_IsWorldStreamingIn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.NotifyEncounterEnded
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* EndedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::NotifyEncounterEnded(class UFortAIEncounterInfo* EndedEncounter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "NotifyEncounterEnded");
|
|
|
|
Params::KeepHeart_NotifyEncounterEnded Parms{};
|
|
|
|
Parms.EndedEncounter = EndedEncounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.NotifyEncounterStarted
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* StartedEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::NotifyEncounterStarted(class UFortAIEncounterInfo* StartedEncounter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "NotifyEncounterStarted");
|
|
|
|
Params::KeepHeart_NotifyEncounterStarted Parms{};
|
|
|
|
Parms.StartedEncounter = StartedEncounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.OnDefenseLevelChanged
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::OnDefenseLevelChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "OnDefenseLevelChanged");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.OnVoteComplete
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::OnVoteComplete(bool bResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "OnVoteComplete");
|
|
|
|
Params::KeepHeart_OnVoteComplete Parms{};
|
|
|
|
Parms.bResult = bResult;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.OnWorldStreamedIn
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AKeepHeart::OnWorldStreamedIn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "OnWorldStreamedIn");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.ResetContainers
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::ResetContainers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "ResetContainers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.RestoreContainers
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::RestoreContainers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "RestoreContainers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.RestoreKeepHealth
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::RestoreKeepHealth()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "RestoreKeepHealth");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.SetPermaniteAvailability
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::SetPermaniteAvailability(bool bAvailable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "SetPermaniteAvailability");
|
|
|
|
Params::KeepHeart_SetPermaniteAvailability Parms{};
|
|
|
|
Parms.bAvailable = bAvailable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.StartVote
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& VoteText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& YesText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& NoText (Parm, NativeAccessSpecifierPublic)
|
|
// float PercentageToPass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bSkipIfOnePlayerOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AKeepHeart::StartVote(const class FText& VoteText, const class FText& YesText, const class FText& NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "StartVote");
|
|
|
|
Params::KeepHeart_StartVote Parms{};
|
|
|
|
Parms.VoteText = std::move(VoteText);
|
|
Parms.YesText = std::move(YesText);
|
|
Parms.NoText = std::move(NoText);
|
|
Parms.PercentageToPass = PercentageToPass;
|
|
Parms.bSkipIfOnePlayerOnly = bSkipIfOnePlayerOnly;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.StreamInWorld
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::StreamInWorld()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "StreamInWorld");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.StreamOutWorld
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AKeepHeart::StreamOutWorld()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "StreamOutWorld");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.UpgradeAllPermaniteStructures
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bQuickUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeart::UpgradeAllPermaniteStructures(class AFortPlayerController* FortPC, bool bQuickUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "UpgradeAllPermaniteStructures");
|
|
|
|
Params::KeepHeart_UpgradeAllPermaniteStructures Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.bQuickUpgrade = bQuickUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.GetDefenseLevel
|
|
// (Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AKeepHeart::GetDefenseLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "GetDefenseLevel");
|
|
|
|
Params::KeepHeart_GetDefenseLevel Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.KeepHeart.IsDefenseActive
|
|
// (Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AKeepHeart::IsDefenseActive() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("KeepHeart", "IsDefenseActive");
|
|
|
|
Params::KeepHeart_IsDefenseActive Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ManorHeart.TravelToNewWorld
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortTheaterInfo* NewTheater (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AManorHeart::TravelToNewWorld(class UFortTheaterInfo* NewTheater)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ManorHeart", "TravelToNewWorld");
|
|
|
|
Params::ManorHeart_TravelToNewWorld Parms{};
|
|
|
|
Parms.NewTheater = NewTheater;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthBarComponent.OnRep_DisplayText
|
|
// (Final, Native, Protected)
|
|
|
|
void UFortHealthBarComponent::OnRep_DisplayText()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthBarComponent", "OnRep_DisplayText");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthBarComponent.OnRep_IsVisible
|
|
// (Final, Native, Protected)
|
|
|
|
void UFortHealthBarComponent::OnRep_IsVisible()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthBarComponent", "OnRep_IsVisible");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthBarComponent.SetHealthBarDisplayText
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& NewDisplayText (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortHealthBarComponent::SetHealthBarDisplayText(const class FText& NewDisplayText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarDisplayText");
|
|
|
|
Params::FortHealthBarComponent_SetHealthBarDisplayText Parms{};
|
|
|
|
Parms.NewDisplayText = std::move(NewDisplayText);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthBarComponent.SetHealthBarVisibility
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewVisibleState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortHealthBarComponent::SetHealthBarVisibility(bool bNewVisibleState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarVisibility");
|
|
|
|
Params::FortHealthBarComponent_SetHealthBarVisibility Parms{};
|
|
|
|
Parms.bNewVisibleState = bNewVisibleState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHealthBarComponent.SetHealthBarWidgetVisibility
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortHealthBarComponent::SetHealthBarWidgetVisibility(bool bIsVisible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarWidgetVisibility");
|
|
|
|
Params::FortHealthBarComponent_SetHealthBarWidgetVisibility Parms{};
|
|
|
|
Parms.bIsVisible = bIsVisible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.VelocityGridData.AddPoint
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& SplinePoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float PointEnvelope (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PointStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UVelocityGridData::AddPoint(const struct FVector& SplinePoint, float PointEnvelope, float PointStrength)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VelocityGridData", "AddPoint");
|
|
|
|
Params::VelocityGridData_AddPoint Parms{};
|
|
|
|
Parms.SplinePoint = std::move(SplinePoint);
|
|
Parms.PointEnvelope = PointEnvelope;
|
|
Parms.PointStrength = PointStrength;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.VelocityGridData.RebuildData
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UVelocityGridData::RebuildData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("VelocityGridData", "RebuildData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayTagVolumeInterface.ApplyTags
|
|
// (Native, Public)
|
|
|
|
void IFortGameplayTagVolumeInterface::ApplyTags()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayTagVolumeInterface", "ApplyTags");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.WorldMapPinManager.CreateWorldMapPin
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 TheaterIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AWorldMapPin* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AWorldMapPin* AWorldMapPinManager::CreateWorldMapPin(int32 TheaterIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("WorldMapPinManager", "CreateWorldMapPin");
|
|
|
|
Params::WorldMapPinManager_CreateWorldMapPin Parms{};
|
|
|
|
Parms.TheaterIndex = TheaterIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.Connect
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortConnectionData& NewConnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingConnectivityComponent::Connect(const struct FFortConnectionData& NewConnection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "Connect");
|
|
|
|
Params::BuildingConnectivityComponent_Connect Parms{};
|
|
|
|
Parms.NewConnection = std::move(NewConnection);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.Disconnect
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortConnectionData& NewDisconnection (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingConnectivityComponent::Disconnect(const struct FFortConnectionData& NewDisconnection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "Disconnect");
|
|
|
|
Params::BuildingConnectivityComponent_Disconnect Parms{};
|
|
|
|
Parms.NewDisconnection = std::move(NewDisconnection);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.DisconnectAll
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UBuildingConnectivityComponent::DisconnectAll()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "DisconnectAll");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.DrawDebugData
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void UBuildingConnectivityComponent::DrawDebugData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "DrawDebugData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.K2_IsPowered
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UBuildingConnectivityComponent::K2_IsPowered()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "K2_IsPowered");
|
|
|
|
Params::BuildingConnectivityComponent_K2_IsPowered Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.OnPlaced
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UBuildingConnectivityComponent::OnPlaced()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "OnPlaced");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsPowered
|
|
// (Native, Protected)
|
|
|
|
void UBuildingConnectivityComponent::OnRep_bIsPowered()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsPowered");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsProvidingPower
|
|
// (Native, Protected)
|
|
|
|
void UBuildingConnectivityComponent::OnRep_bIsProvidingPower()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsProvidingPower");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.OnRep_Connections
|
|
// (Native, Protected)
|
|
|
|
void UBuildingConnectivityComponent::OnRep_Connections()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_Connections");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.SetAllowConnections
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInAllowConnections (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingConnectivityComponent::SetAllowConnections(bool bInAllowConnections)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "SetAllowConnections");
|
|
|
|
Params::BuildingConnectivityComponent_SetAllowConnections Parms{};
|
|
|
|
Parms.bInAllowConnections = bInAllowConnections;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.SetIsProvidingPower
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewIsProvidingPower (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingConnectivityComponent::SetIsProvidingPower(bool bNewIsProvidingPower)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "SetIsProvidingPower");
|
|
|
|
Params::BuildingConnectivityComponent_SetIsProvidingPower Parms{};
|
|
|
|
Parms.bNewIsProvidingPower = bNewIsProvidingPower;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.CanConnectTo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UBuildingConnectivityComponent::CanConnectTo(class ABuildingSMActor* TestActor) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "CanConnectTo");
|
|
|
|
Params::BuildingConnectivityComponent_CanConnectTo Parms{};
|
|
|
|
Parms.TestActor = TestActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityComponent.IsConnectedTo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class ABuildingSMActor* TestActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UBuildingConnectivityComponent::IsConnectedTo(class ABuildingSMActor* TestActor) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityComponent", "IsConnectedTo");
|
|
|
|
Params::BuildingConnectivityComponent_IsConnectedTo Parms{};
|
|
|
|
Parms.TestActor = TestActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityEffect.OnConnect
|
|
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FTransform& T1 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FTransform& T2 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void ABuildingConnectivityEffect::OnConnect(const struct FTransform& T1, const struct FTransform& T2)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityEffect", "OnConnect");
|
|
|
|
Params::BuildingConnectivityEffect_OnConnect Parms{};
|
|
|
|
Parms.T1 = std::move(T1);
|
|
Parms.T2 = std::move(T2);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingConnectivityEffect.OnDisconnect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABuildingConnectivityEffect::OnDisconnect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingConnectivityEffect", "OnDisconnect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInGameMapManager.ApplyShowFlags
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USceneCaptureComponent* SceneCaptureComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortInGameMapManager::ApplyShowFlags(class USceneCaptureComponent* SceneCaptureComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortInGameMapManager", "ApplyShowFlags");
|
|
|
|
Params::FortInGameMapManager_ApplyShowFlags Parms{};
|
|
|
|
Parms.SceneCaptureComponent = SceneCaptureComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortInGameMapManager.PaintOnFog
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& WorldCoords (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortInGameMapManager::PaintOnFog(const struct FVector& WorldCoords)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortInGameMapManager", "PaintOnFog");
|
|
|
|
Params::FortInGameMapManager_PaintOnFog Parms{};
|
|
|
|
Parms.WorldCoords = std::move(WorldCoords);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.ClearBang
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseBuilding::ClearBang()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "ClearBang");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.OnBuildingChangedInternal
|
|
// (Final, Native, Private)
|
|
// Parameters:
|
|
// bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseBuilding::OnBuildingChangedInternal(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "OnBuildingChangedInternal");
|
|
|
|
Params::HomeBaseBuilding_OnBuildingChangedInternal Parms{};
|
|
|
|
Parms.bItemChanged = bItemChanged;
|
|
Parms.bAmmoChanged = bAmmoChanged;
|
|
Parms.bIngredientsChanged = bIngredientsChanged;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.Upgrade
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseBuilding::Upgrade()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "Upgrade");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetAbilityKitForLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityKit* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityKit* UHomeBaseBuilding::GetAbilityKitForLevel(int32 InLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKitForLevel");
|
|
|
|
Params::HomeBaseBuilding_GetAbilityKitForLevel Parms{};
|
|
|
|
Parms.InLevel = InLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetAbilityKits
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortAbilityKit*>* AbilityKits (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseBuilding::GetAbilityKits(TArray<class UFortAbilityKit*>* AbilityKits) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetAbilityKits");
|
|
|
|
Params::HomeBaseBuilding_GetAbilityKits Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AbilityKits != nullptr)
|
|
*AbilityKits = std::move(Parms.AbilityKits);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetCurrentBonuses
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetCurrentBonuses() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetCurrentBonuses");
|
|
|
|
Params::HomeBaseBuilding_GetCurrentBonuses Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UMyTownBuildingItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMyTownBuildingItem* UHomeBaseBuilding::GetItem() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetItem");
|
|
|
|
Params::HomeBaseBuilding_GetItem Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetMaxLevelBonuses
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetMaxLevelBonuses() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetMaxLevelBonuses");
|
|
|
|
Params::HomeBaseBuilding_GetMaxLevelBonuses Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetNextBonuses
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UBuildingLevelGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UBuildingLevelGameplayEffectInfo*> UHomeBaseBuilding::GetNextBonuses() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetNextBonuses");
|
|
|
|
Params::HomeBaseBuilding_GetNextBonuses Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetTeammatesRatingAddition
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& TeammatesAccountId (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UHomeBaseBuilding::GetTeammatesRatingAddition(const struct FUniqueNetIdRepl& TeammatesAccountId) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetTeammatesRatingAddition");
|
|
|
|
Params::HomeBaseBuilding_GetTeammatesRatingAddition Parms{};
|
|
|
|
Parms.TeammatesAccountId = std::move(TeammatesAccountId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.GetUpgradeRequirements
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FBuildingUpgradeRequirementsForLevelReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FBuildingUpgradeRequirementsForLevel UHomeBaseBuilding::GetUpgradeRequirements() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "GetUpgradeRequirements");
|
|
|
|
Params::HomeBaseBuilding_GetUpgradeRequirements Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseBuilding.ShouldShowBang
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UHomeBaseBuilding::ShouldShowBang() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseBuilding", "ShouldShowBang");
|
|
|
|
Params::HomeBaseBuilding_ShouldShowBang Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseMainBuilding.OnBuildingGameplayEffectsChanged
|
|
// (Final, Native, Private)
|
|
|
|
void UHomeBaseMainBuilding::OnBuildingGameplayEffectsChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseMainBuilding", "OnBuildingGameplayEffectsChanged");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseMainBuilding.OnSubBuildingChanged
|
|
// (Final, Native, Private)
|
|
|
|
void UHomeBaseMainBuilding::OnSubBuildingChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseMainBuilding", "OnSubBuildingChanged");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseMainBuilding.OnWorkersChangedInternal
|
|
// (Final, Native, Private)
|
|
|
|
void UHomeBaseMainBuilding::OnWorkersChangedInternal()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseMainBuilding", "OnWorkersChangedInternal");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseMainBuilding.GetEffects
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UAccumulatedGameplayEffectInfo*>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UAccumulatedGameplayEffectInfo*> UHomeBaseMainBuilding::GetEffects() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseMainBuilding", "GetEffects");
|
|
|
|
Params::HomeBaseMainBuilding_GetEffects Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseMainBuilding.ShouldShow
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UHomeBaseMainBuilding::ShouldShow() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseMainBuilding", "ShouldShow");
|
|
|
|
Params::HomeBaseMainBuilding_ShouldShow Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractComplete
|
|
// (Native, Public)
|
|
|
|
void UBuildingEditModeSupport::OnSuccessfulMatchInteractComplete()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractComplete");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractParamUpdate
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// float NewInteractParamVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingEditModeSupport::OnSuccessfulMatchInteractParamUpdate(float NewInteractParamVal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractParamUpdate");
|
|
|
|
Params::BuildingEditModeSupport_OnSuccessfulMatchInteractParamUpdate Parms{};
|
|
|
|
Parms.NewInteractParamVal = NewInteractParamVal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingStructuralSupportSystem.GetBestBuildingTarget
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ObjectiveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* AttackerActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FBuildingValueRules& ValueRules (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingSMActor* UBuildingStructuralSupportSystem::GetBestBuildingTarget(class AActor* ObjectiveActor, class AActor* AttackerActor, const struct FBuildingValueRules& ValueRules)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetBestBuildingTarget");
|
|
|
|
Params::BuildingStructuralSupportSystem_GetBestBuildingTarget Parms{};
|
|
|
|
Parms.ObjectiveActor = ObjectiveActor;
|
|
Parms.AttackerActor = AttackerActor;
|
|
Parms.ValueRules = std::move(ValueRules);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingStructuralSupportSystem.GetLogicalBuildingGroundSupportedActors
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 LogicalIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class ABuildingSMActor*>* LogicalBuildingGroundSupportedActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray<class ABuildingSMActor*>* LogicalBuildingGroundSupportedActors)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetLogicalBuildingGroundSupportedActors");
|
|
|
|
Params::BuildingStructuralSupportSystem_GetLogicalBuildingGroundSupportedActors Parms{};
|
|
|
|
Parms.LogicalIndex = LogicalIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (LogicalBuildingGroundSupportedActors != nullptr)
|
|
*LogicalBuildingGroundSupportedActors = std::move(Parms.LogicalBuildingGroundSupportedActors);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetLogicalBuildingActors
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 LogicalIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class ABuildingSMActor*>* LogicalBuildingActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<class ABuildingSMActor*>* LogicalBuildingActors)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetLogicalBuildingActors");
|
|
|
|
Params::BuildingStructuralSupportSystem_K2_GetLogicalBuildingActors Parms{};
|
|
|
|
Parms.LogicalIdx = LogicalIdx;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (LogicalBuildingActors != nullptr)
|
|
*LogicalBuildingActors = std::move(Parms.LogicalBuildingActors);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingStructuralSupportSystem.MakeBuildingValueRules
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 CellsAbove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 CellsBelow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 CellHorizontalRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float DistanceFromObjectiveWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float AttackWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float StructuralWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TrapWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FBuildingValueRules ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FBuildingValueRules UBuildingStructuralSupportSystem::MakeBuildingValueRules(int32 CellsAbove, int32 CellsBelow, int32 CellHorizontalRadius, float DistanceFromObjectiveWeight, float AttackWeight, float StructuralWeight, float TrapWeight) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingStructuralSupportSystem", "MakeBuildingValueRules");
|
|
|
|
Params::BuildingStructuralSupportSystem_MakeBuildingValueRules Parms{};
|
|
|
|
Parms.CellsAbove = CellsAbove;
|
|
Parms.CellsBelow = CellsBelow;
|
|
Parms.CellHorizontalRadius = CellHorizontalRadius;
|
|
Parms.DistanceFromObjectiveWeight = DistanceFromObjectiveWeight;
|
|
Parms.AttackWeight = AttackWeight;
|
|
Parms.StructuralWeight = StructuralWeight;
|
|
Parms.TrapWeight = TrapWeight;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAlterableItem.GetNumberOfSlotsForAlterationType
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAlteration AlterationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortAlterableItem::GetNumberOfSlotsForAlterationType(EFortAlteration AlterationType) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAlterableItem", "GetNumberOfSlotsForAlterationType");
|
|
|
|
Params::FortAlterableItem_GetNumberOfSlotsForAlterationType Parms{};
|
|
|
|
Parms.AlterationType = AlterationType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSchematicItem.GetRequiredTeamLevelToCraft
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortSchematicItem::GetRequiredTeamLevelToCraft() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSchematicItem", "GetRequiredTeamLevelToCraft");
|
|
|
|
Params::FortSchematicItem_GetRequiredTeamLevelToCraft Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSchematicItem.GetSchematicQuantityProduced
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortSchematicItem::GetSchematicQuantityProduced() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSchematicItem", "GetSchematicQuantityProduced");
|
|
|
|
Params::FortSchematicItem_GetSchematicQuantityProduced Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSchematicItem.GetSchematicRequirements
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FSchematicRequirement>* Requirements (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortSchematicItem::GetSchematicRequirements(TArray<struct FSchematicRequirement>* Requirements) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSchematicItem", "GetSchematicRequirements");
|
|
|
|
Params::FortSchematicItem_GetSchematicRequirements Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Requirements != nullptr)
|
|
*Requirements = std::move(Parms.Requirements);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.AttemptSetCurrentTarget
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* NewTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UBuildingTurretComponent::AttemptSetCurrentTarget(class AActor* NewTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "AttemptSetCurrentTarget");
|
|
|
|
Params::BuildingTurretComponent_AttemptSetCurrentTarget Parms{};
|
|
|
|
Parms.NewTarget = NewTarget;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.OnFiringTimer
|
|
// (Native, Protected)
|
|
|
|
void UBuildingTurretComponent::OnFiringTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "OnFiringTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.OnPerformTargetValidation
|
|
// (Native, Protected)
|
|
|
|
void UBuildingTurretComponent::OnPerformTargetValidation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "OnPerformTargetValidation");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.OnRep_CurrentTarget
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// class AActor* OldTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingTurretComponent::OnRep_CurrentTarget(class AActor* OldTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "OnRep_CurrentTarget");
|
|
|
|
Params::BuildingTurretComponent_OnRep_CurrentTarget Parms{};
|
|
|
|
Parms.OldTarget = OldTarget;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.OnTargetingBeginOverlap
|
|
// (Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingTurretComponent::OnTargetingBeginOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingBeginOverlap");
|
|
|
|
Params::BuildingTurretComponent_OnTargetingBeginOverlap Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
Parms.bFromSweep = bFromSweep;
|
|
Parms.SweepResult = std::move(SweepResult);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.OnTargetingEndOverlap
|
|
// (Native, Protected)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingTurretComponent::OnTargetingEndOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingEndOverlap");
|
|
|
|
Params::BuildingTurretComponent_OnTargetingEndOverlap Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.SetTargetingOverlapComponent
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UPrimitiveComponent* NewTargetingOverlapComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingTurretComponent::SetTargetingOverlapComponent(class UPrimitiveComponent* NewTargetingOverlapComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "SetTargetingOverlapComponent");
|
|
|
|
Params::BuildingTurretComponent_SetTargetingOverlapComponent Parms{};
|
|
|
|
Parms.NewTargetingOverlapComponent = NewTargetingOverlapComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.ChooseBestTarget
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// TArray<class AActor*>& InOutPotentialTargets (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* UBuildingTurretComponent::ChooseBestTarget(TArray<class AActor*>& InOutPotentialTargets) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "ChooseBestTarget");
|
|
|
|
Params::BuildingTurretComponent_ChooseBestTarget Parms{};
|
|
|
|
Parms.InOutPotentialTargets = std::move(InOutPotentialTargets);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
InOutPotentialTargets = std::move(Parms.InOutPotentialTargets);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent.IsValidTarget
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* InTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UBuildingTurretComponent::IsValidTarget(class AActor* InTarget) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent", "IsValidTarget");
|
|
|
|
Params::BuildingTurretComponent_IsValidTarget Parms{};
|
|
|
|
Parms.InTarget = InTarget;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.BuildingTurretComponent_MOBA.OnAllyHarmed
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* InAllyActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* InHarmingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UBuildingTurretComponent_MOBA::OnAllyHarmed(class AActor* InAllyActor, class AActor* InHarmingActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BuildingTurretComponent_MOBA", "OnAllyHarmed");
|
|
|
|
Params::BuildingTurretComponent_MOBA_OnAllyHarmed Parms{};
|
|
|
|
Parms.InAllyActor = InAllyActor;
|
|
Parms.InHarmingActor = InHarmingActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.OnDayPhaseChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UCustomCharacterPartAnimInstance::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnDayPhaseChanged");
|
|
|
|
Params::CustomCharacterPartAnimInstance_OnDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.PreDestruction
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UCustomCharacterPartAnimInstance::PreDestruction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "PreDestruction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.GetAssociatedPlayerPawn
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetAssociatedPlayerPawn");
|
|
|
|
Params::CustomCharacterPartAnimInstance_GetAssociatedPlayerPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.GetCharacterPartType
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const EFortCustomPartType ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
const EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetCharacterPartType");
|
|
|
|
Params::CustomCharacterPartAnimInstance_GetCharacterPartType Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerSkeletalMeshComponent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerSkeletalMeshComponent");
|
|
|
|
Params::CustomCharacterPartAnimInstance_GetOwnerSkeletalMeshComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.CustomCharacterPartAnimInstance.GetPartSkeletalMeshComponent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetPartSkeletalMeshComponent");
|
|
|
|
Params::CustomCharacterPartAnimInstance_GetPartSkeletalMeshComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSchematicItemDefinition::GetCraftingTime(int32 Level) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTime");
|
|
|
|
Params::FortSchematicItemDefinition_GetCraftingTime Parms{};
|
|
|
|
Parms.Level = Level;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTimeForCharacter
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 Level (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AFortPlayerPawn* FortPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortSchematicItemDefinition::GetCraftingTimeForCharacter(int32 Level, const class AFortPlayerPawn* FortPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTimeForCharacter");
|
|
|
|
Params::FortSchematicItemDefinition_GetCraftingTimeForCharacter Parms{};
|
|
|
|
Parms.Level = Level;
|
|
Parms.FortPawn = FortPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilitySystemComponent.NetMulticast_RefreshActiveGameplayEffectCueEvents
|
|
// (Net, Native, Event, NetMulticast, Public)
|
|
|
|
void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilitySystemComponent", "NetMulticast_RefreshActiveGameplayEffectCueEvents");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilitySystemComponent.FindAttributeInformation
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FAttributeInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const class FString& AttributeName) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilitySystemComponent", "FindAttributeInformation");
|
|
|
|
Params::FortAbilitySystemComponent_FindAttributeInformation Parms{};
|
|
|
|
Parms.AttributeName = std::move(AttributeName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilitySystemComponent.GetAttributeMagnitude
|
|
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FAttributeInfo& Info (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortAbilitySystemComponent::GetAttributeMagnitude(const struct FAttributeInfo& Info) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilitySystemComponent", "GetAttributeMagnitude");
|
|
|
|
Params::FortAbilitySystemComponent_GetAttributeMagnitude Parms{};
|
|
|
|
Parms.Info = std::move(Info);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilitySystemComponent.HasActiveAbilityWithAnyMatchingTag
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& Tags (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(const struct FGameplayTagContainer& Tags) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilitySystemComponent", "HasActiveAbilityWithAnyMatchingTag");
|
|
|
|
Params::FortAbilitySystemComponent_HasActiveAbilityWithAnyMatchingTag Parms{};
|
|
|
|
Parms.Tags = std::move(Tags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_CommitAccountCosts.CommitAccountCosts
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_CommitAccountCosts*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_CommitAccountCosts* UFortAbilityTask_CommitAccountCosts::CommitAccountCosts(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_CommitAccountCosts", "CommitAccountCosts");
|
|
|
|
Params::FortAbilityTask_CommitAccountCosts_CommitAccountCosts Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerFrontEnd.SkipTutorial
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerFrontEnd::SkipTutorial()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerFrontEnd", "SkipTutorial");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerZone.ClientNotifyFogOfWarReplicationStart
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerControllerZone::ClientNotifyFogOfWarReplicationStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerZone", "ClientNotifyFogOfWarReplicationStart");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerZone.ClientOnPawnDied
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// const struct FFortPlayerDeathReport& DeathReport (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerZone::ClientOnPawnDied(const struct FFortPlayerDeathReport& DeathReport)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnDied");
|
|
|
|
Params::FortPlayerControllerZone_ClientOnPawnDied Parms{};
|
|
|
|
Parms.DeathReport = std::move(DeathReport);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerZone.ClientReceiveFogOfWarBunch
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 TotalSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<uint8>& BunchData (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerZone::ClientReceiveFogOfWarBunch(int32 Offset, int32 TotalSize, const TArray<uint8>& BunchData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerZone", "ClientReceiveFogOfWarBunch");
|
|
|
|
Params::FortPlayerControllerZone_ClientReceiveFogOfWarBunch Parms{};
|
|
|
|
Parms.Offset = Offset;
|
|
Parms.TotalSize = TotalSize;
|
|
Parms.BunchData = std::move(BunchData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerZone.ServerRequestFogOfWarBunch
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// int32 Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerZone::ServerRequestFogOfWarBunch(int32 Offset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerZone", "ServerRequestFogOfWarBunch");
|
|
|
|
Params::FortPlayerControllerZone_ServerRequestFogOfWarBunch Parms{};
|
|
|
|
Parms.Offset = Offset;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerPvP.ClientReceiveKillNotification
|
|
// (Net, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// class AFortPlayerStateZone* Killer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerStateZone* Killed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerPvP::ClientReceiveKillNotification(class AFortPlayerStateZone* Killer, class AFortPlayerStateZone* Killed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerPvP", "ClientReceiveKillNotification");
|
|
|
|
Params::FortPlayerControllerPvP_ClientReceiveKillNotification Parms{};
|
|
|
|
Parms.Killer = Killer;
|
|
Parms.Killed = Killed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerPvP.ClientShowGameOverWidget
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// EFortPvPGameResult GameResult (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerPvP::ClientShowGameOverWidget(EFortPvPGameResult GameResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerPvP", "ClientShowGameOverWidget");
|
|
|
|
Params::FortPlayerControllerPvP_ClientShowGameOverWidget Parms{};
|
|
|
|
Parms.GameResult = GameResult;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFrontEndCameraManager.SetCamera
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFrontEndCamera NewCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortFrontEndCameraManager::SetCamera(EFrontEndCamera NewCamera)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortFrontEndCameraManager", "SetCamera");
|
|
|
|
Params::FortFrontEndCameraManager_SetCamera Parms{};
|
|
|
|
Parms.NewCamera = NewCamera;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFrontEndCameraManager.GetCamera
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFrontEndCamera ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFrontEndCamera AFortFrontEndCameraManager::GetCamera() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortFrontEndCameraManager", "GetCamera");
|
|
|
|
Params::FortFrontEndCameraManager_GetCamera Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortFrontEndCameraManager.GetCameraActor
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortCameraBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortCameraBase* AFortFrontEndCameraManager::GetCameraActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortFrontEndCameraManager", "GetCameraActor");
|
|
|
|
Params::FortFrontEndCameraManager_GetCameraActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovement
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& MovementDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MovementDistance_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(class UObject* WorldContextObject, const struct FVector& MovementDirection, EFortDirectedMovementSpace MovementSpaceType, float MovementDistance_0, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovement");
|
|
|
|
Params::FortAbilityTask_DirectedMovement_DirectedMovement Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MovementDirection = std::move(MovementDirection);
|
|
Parms.MovementSpaceType = MovementSpaceType;
|
|
Parms.MovementDistance_0 = MovementDistance_0;
|
|
Parms.MovementDuration = MovementDuration;
|
|
Parms.IdealDistance = IdealDistance;
|
|
Parms.ModifyZ = ModifyZ;
|
|
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToActor
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(class UObject* WorldContextObject, class AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToActor");
|
|
|
|
Params::FortAbilityTask_DirectedMovement_DirectedMovementToActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TargetActor = TargetActor;
|
|
Parms.MaxMovementDistance = MaxMovementDistance;
|
|
Parms.MovementDuration = MovementDuration;
|
|
Parms.IdealDistance = IdealDistance;
|
|
Parms.ModifyZ = ModifyZ;
|
|
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToComponent
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USceneComponent* TargetComponent_0 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxMovementDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float IdealDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(class UObject* WorldContextObject, class USceneComponent* TargetComponent_0, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool bCancelOnFalling_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToComponent");
|
|
|
|
Params::FortAbilityTask_DirectedMovement_DirectedMovementToComponent Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TargetComponent_0 = TargetComponent_0;
|
|
Parms.MaxMovementDistance = MaxMovementDistance;
|
|
Parms.MovementDuration = MovementDuration;
|
|
Parms.IdealDistance = IdealDistance;
|
|
Parms.ModifyZ = ModifyZ;
|
|
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToLocation
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& MovementTargetLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EFortDirectedMovementSpace MovementSpaceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MovementDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float CloseEnoughDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ModifyZ (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelOnFalling_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_DirectedMovement*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(class UObject* WorldContextObject, const struct FVector& MovementTargetLocation, EFortDirectedMovementSpace MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool bCancelOnFalling_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToLocation");
|
|
|
|
Params::FortAbilityTask_DirectedMovement_DirectedMovementToLocation Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MovementTargetLocation = std::move(MovementTargetLocation);
|
|
Parms.MovementSpaceType = MovementSpaceType;
|
|
Parms.MovementDuration = MovementDuration;
|
|
Parms.CloseEnoughDistance = CloseEnoughDistance;
|
|
Parms.ModifyZ = ModifyZ;
|
|
Parms.bCancelOnFalling_0 = bCancelOnFalling_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_MoveAI.CreateMoveAITask
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* MoveActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& MoveLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EPawnActionMoveMode MoveMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EPathObstacleAction PathObstacleAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bStopAtEnd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// bool bFinishOnPlayerCollision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// float AcceptableRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortPawn> PushBumpedPawnClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_MoveAI* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_MoveAI* UFortAbilityTask_MoveAI::CreateMoveAITask(class UObject* WorldContextObject, class FName TaskInstanceName, class AActor* MoveActor, const struct FVector& MoveLocation, EPawnActionMoveMode MoveMode, EPathObstacleAction PathObstacleAction, bool bStopAtEnd, bool bFinishOnPlayerCollision, float AcceptableRadius, TSubclassOf<class AFortPawn> PushBumpedPawnClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_MoveAI", "CreateMoveAITask");
|
|
|
|
Params::FortAbilityTask_MoveAI_CreateMoveAITask Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TaskInstanceName = TaskInstanceName;
|
|
Parms.MoveActor = MoveActor;
|
|
Parms.MoveLocation = std::move(MoveLocation);
|
|
Parms.MoveMode = MoveMode;
|
|
Parms.PathObstacleAction = PathObstacleAction;
|
|
Parms.bStopAtEnd = bStopAtEnd;
|
|
Parms.bFinishOnPlayerCollision = bFinishOnPlayerCollision;
|
|
Parms.AcceptableRadius = AcceptableRadius;
|
|
Parms.PushBumpedPawnClass = PushBumpedPawnClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerManor.ClientOpenManorPortalUnlockMenu
|
|
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
|
|
// Parameters:
|
|
// class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerManor::ClientOpenManorPortalUnlockMenu(class AManorPortal* ManorPortal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerManor", "ClientOpenManorPortalUnlockMenu");
|
|
|
|
Params::FortPlayerControllerManor_ClientOpenManorPortalUnlockMenu Parms{};
|
|
|
|
Parms.ManorPortal = ManorPortal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerManor.ServerOnManorChoiceCompleted
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// int32 ChosenItem (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerManor::ServerOnManorChoiceCompleted(int32 ChosenItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnManorChoiceCompleted");
|
|
|
|
Params::FortPlayerControllerManor_ServerOnManorChoiceCompleted Parms{};
|
|
|
|
Parms.ChosenItem = ChosenItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerManor.ServerOnUnlockPortalComplete
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AManorPortal* ManorPortal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerManor::ServerOnUnlockPortalComplete(class AManorPortal* ManorPortal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnUnlockPortalComplete");
|
|
|
|
Params::FortPlayerControllerManor_ServerOnUnlockPortalComplete Parms{};
|
|
|
|
Parms.ManorPortal = ManorPortal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.WaitTargetSelection
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName TaskInstanceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& InApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
// bool bForceTargetingOnServer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_WaitTargetSelection*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_WaitTargetSelection* UFortAbilityTask_WaitTargetSelection::WaitTargetSelection(class UObject* WorldContextObject, class FName TaskInstanceName, const struct FGameplayTag& InApplicationTag, bool bForceTargetingOnServer_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_WaitTargetSelection", "WaitTargetSelection");
|
|
|
|
Params::FortAbilityTask_WaitTargetSelection_WaitTargetSelection Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TaskInstanceName = TaskInstanceName;
|
|
Parms.InApplicationTag = std::move(InApplicationTag);
|
|
Parms.bForceTargetingOnServer_0 = bForceTargetingOnServer_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataCancelledCallback
|
|
// (Final, Native, Public)
|
|
|
|
void UFortAbilityTask_WaitTargetSelection::OnTargetDataCancelledCallback()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataCancelledCallback");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataReadyCallback
|
|
// (Final, Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FGameplayAbilityTargetDataHandle&TargetData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& ApplicationTag (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAbilityTask_WaitTargetSelection::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataReadyCallback");
|
|
|
|
Params::FortAbilityTask_WaitTargetSelection_OnTargetDataReadyCallback Parms{};
|
|
|
|
Parms.TargetData = std::move(TargetData);
|
|
Parms.ApplicationTag = std::move(ApplicationTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.SetNextMontageSectionAndWait
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UAnimMontage* PlayingMontage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName NextMontageSection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAbilityTask_SetNextMontageSectionAndWait*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAbilityTask_SetNextMontageSectionAndWait* UFortAbilityTask_SetNextMontageSectionAndWait::SetNextMontageSectionAndWait(class UObject* WorldContextObject, class UAnimMontage* PlayingMontage, class FName NextMontageSection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "SetNextMontageSectionAndWait");
|
|
|
|
Params::FortAbilityTask_SetNextMontageSectionAndWait_SetNextMontageSectionAndWait Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.PlayingMontage = PlayingMontage;
|
|
Parms.NextMontageSection = NextMontageSection;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.OnMontageBlendingOut
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// class UAnimMontage* Montage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAbilityTask_SetNextMontageSectionAndWait::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "OnMontageBlendingOut");
|
|
|
|
Params::FortAbilityTask_SetNextMontageSectionAndWait_OnMontageBlendingOut Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
Parms.bInterrupted = bInterrupted;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.CreateDynamicBuildingDeconstructor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Origin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& BoxExtent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bIgnoreMissionActors (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bShrinkAndDestroy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateDynamicBuildingDeconstructor");
|
|
|
|
Params::FortMissionLibrary_CreateDynamicBuildingDeconstructor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Origin = std::move(Origin);
|
|
Parms.BoxExtent = std::move(BoxExtent);
|
|
Parms.bIgnoreMissionActors = bIgnoreMissionActors;
|
|
Parms.bShrinkAndDestroy = bShrinkAndDestroy;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.CreateMissionEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortMissionEvent ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateMissionEvent");
|
|
|
|
Params::FortMissionLibrary_CreateMissionEvent Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventType = EventType;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
Parms.Params_0 = Params_0;
|
|
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.EventContent = EventContent;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.GenericInt = GenericInt;
|
|
Parms.GenericFloat = GenericFloat;
|
|
Parms.GenericText = std::move(GenericText);
|
|
Parms.GameplayTags = std::move(GameplayTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.ExecuteMissionEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::ExecuteMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEvent");
|
|
|
|
Params::FortMissionLibrary_ExecuteMissionEvent Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventType = EventType;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
Parms.Params_0 = Params_0;
|
|
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.EventContent = EventContent;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.GenericInt = GenericInt;
|
|
Parms.GenericFloat = GenericFloat;
|
|
Parms.GenericText = std::move(GenericText);
|
|
Parms.GameplayTags = std::move(GameplayTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.ExecuteMissionEventEx
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortMissionEventName& EventType (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::ExecuteMissionEventEx(class UObject* WorldContextObject, const struct FFortMissionEventName& EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEventEx");
|
|
|
|
Params::FortMissionLibrary_ExecuteMissionEventEx Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventType = std::move(EventType);
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
Parms.Params_0 = Params_0;
|
|
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.EventContent = EventContent;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.GenericInt = GenericInt;
|
|
Parms.GenericFloat = GenericFloat;
|
|
Parms.GenericText = std::move(GenericText);
|
|
Parms.GameplayTags = std::move(GameplayTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.FindActorsWithTags
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& Tags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class ABuildingActor*> UFortMissionLibrary::FindActorsWithTags(class UObject* WorldContextObject, const struct FGameplayTagContainer& Tags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "FindActorsWithTags");
|
|
|
|
Params::FortMissionLibrary_FindActorsWithTags Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Tags = std::move(Tags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.FindOriginatingPlacementActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingActor* BuildingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlacementActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(class ABuildingActor* BuildingActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "FindOriginatingPlacementActor");
|
|
|
|
Params::FortMissionLibrary_FindOriginatingPlacementActor Parms{};
|
|
|
|
Parms.BuildingActor = BuildingActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GetAllLoadedMissions
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AFortMission*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AFortMission*> UFortMissionLibrary::GetAllLoadedMissions(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetAllLoadedMissions");
|
|
|
|
Params::FortMissionLibrary_GetAllLoadedMissions Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GetBluGloManager
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortBluGloManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetBluGloManager");
|
|
|
|
Params::FortMissionLibrary_GetBluGloManager Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GetMissionFromGuid
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortMission* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortMission* UFortMissionLibrary::GetMissionFromGuid(class UObject* WorldContextObject, const struct FGuid& MissionGuid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionFromGuid");
|
|
|
|
Params::FortMissionLibrary_GetMissionFromGuid Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayer
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& EventGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& TitleText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& DescriptionText (Parm, NativeAccessSpecifierPublic)
|
|
// class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float RewardDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::GiveMissionRewardsToPlayer(class UObject* WorldContextObject, const struct FGuid& EventGuid, class AFortPlayerController* PlayerController, const class FText& TitleText, const class FText& DescriptionText, class FName LootTierGroup, int32 LootTier, float RewardDisplayTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayer");
|
|
|
|
Params::FortMissionLibrary_GiveMissionRewardsToPlayer Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventGuid = std::move(EventGuid);
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.TitleText = std::move(TitleText);
|
|
Parms.DescriptionText = std::move(DescriptionText);
|
|
Parms.LootTierGroup = LootTierGroup;
|
|
Parms.LootTier = LootTier;
|
|
Parms.RewardDisplayTime = RewardDisplayTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayerAsPickups
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName LootTierGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 LootTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class AFortPlayerController* PlayerController, const struct FVector& StartPosition, float Radius, class FName LootTierGroup, int32 LootTier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayerAsPickups");
|
|
|
|
Params::FortMissionLibrary_GiveMissionRewardsToPlayerAsPickups Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.StartPosition = std::move(StartPosition);
|
|
Parms.Radius = Radius;
|
|
Parms.LootTierGroup = LootTierGroup;
|
|
Parms.LootTier = LootTier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.GiveMissionSchematicItemDirectlyToPlayer
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* TargetPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortSchematicItemDefinition* SchematicDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(class UObject* WorldContextObject, class AFortPlayerController* TargetPlayer, const struct FGuid& MissionGuid, class UFortSchematicItemDefinition* SchematicDefinition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionSchematicItemDirectlyToPlayer");
|
|
|
|
Params::FortMissionLibrary_GiveMissionSchematicItemDirectlyToPlayer Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TargetPlayer = TargetPlayer;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.SchematicDefinition = SchematicDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.HasTags
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& ContainerToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& TagsToCheck (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool bRequireAll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCountEmptyAsMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::HasTags(const struct FGameplayTagContainer& ContainerToCheck, const struct FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "HasTags");
|
|
|
|
Params::FortMissionLibrary_HasTags Parms{};
|
|
|
|
Parms.ContainerToCheck = std::move(ContainerToCheck);
|
|
Parms.TagsToCheck = std::move(TagsToCheck);
|
|
Parms.bRequireAll = bRequireAll;
|
|
Parms.bCountEmptyAsMatch = bCountEmptyAsMatch;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.IsUsingNewMissionGeneration
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::IsUsingNewMissionGeneration(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "IsUsingNewMissionGeneration");
|
|
|
|
Params::FortMissionLibrary_IsUsingNewMissionGeneration Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.LoadMission
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortMissionInfo* MissionInfo (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::LoadMission(class UObject* WorldContextObject, class UFortMissionInfo* MissionInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "LoadMission");
|
|
|
|
Params::FortMissionLibrary_LoadMission Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionInfo = MissionInfo;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerPawn
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(class AFortPlayerPawn* PlayerPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerPawn");
|
|
|
|
Params::FortMissionLibrary_NumBluGloFromPlayerPawn Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerState
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerStateZone* PlayerState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortMissionLibrary::NumBluGloFromPlayerState(class AFortPlayerStateZone* PlayerState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerState");
|
|
|
|
Params::FortMissionLibrary_NumBluGloFromPlayerState Parms{};
|
|
|
|
Parms.PlayerState = PlayerState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.PingMinimap
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& WorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& PingColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::PingMinimap(class UObject* WorldContextObject, const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "PingMinimap");
|
|
|
|
Params::FortMissionLibrary_PingMinimap Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.WorldLocation = std::move(WorldLocation);
|
|
Parms.PingColor = std::move(PingColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.PollActorsInVolume
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UBoxComponent* VolumeBoxComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EPollActorsInVolumeTypes PollBuildingTypes (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AActor> ActorClassToPoll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortMissionLibrary::PollActorsInVolume(class UObject* WorldContextObject, class UBoxComponent* VolumeBoxComponent, EPollActorsInVolumeTypes PollBuildingTypes, TSubclassOf<class AActor> ActorClassToPoll)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "PollActorsInVolume");
|
|
|
|
Params::FortMissionLibrary_PollActorsInVolume Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.VolumeBoxComponent = VolumeBoxComponent;
|
|
Parms.PollBuildingTypes = PollBuildingTypes;
|
|
Parms.ActorClassToPoll = ActorClassToPoll;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.RegisterForMissionEvents
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ActorToRegister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::RegisterForMissionEvents(class AActor* ActorToRegister, const struct FGuid& MissionGuid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterForMissionEvents");
|
|
|
|
Params::FortMissionLibrary_RegisterForMissionEvents Parms{};
|
|
|
|
Parms.ActorToRegister = ActorToRegister;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.RegisterMissionInfoUIActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* AttachmentActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& AttachementOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float MaxVisibleDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::RegisterMissionInfoUIActor(class AActor* AttachmentActor, const struct FGuid& MissionGuid, const struct FVector& AttachementOffset, float MaxVisibleDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterMissionInfoUIActor");
|
|
|
|
Params::FortMissionLibrary_RegisterMissionInfoUIActor Parms{};
|
|
|
|
Parms.AttachmentActor = AttachmentActor;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.AttachementOffset = std::move(AttachementOffset);
|
|
Parms.MaxVisibleDistance = MaxVisibleDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.SetOnlinePresenceDoNotDisturb
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bDoNotDisturb (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(class UObject* WorldContextObject, bool bDoNotDisturb, class AFortPlayerController* SpecificPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "SetOnlinePresenceDoNotDisturb");
|
|
|
|
Params::FortMissionLibrary_SetOnlinePresenceDoNotDisturb Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.bDoNotDisturb = bDoNotDisturb;
|
|
Parms.SpecificPlayer = SpecificPlayer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.ShouldUseAlternateAIDirectorBalance
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "ShouldUseAlternateAIDirectorBalance");
|
|
|
|
Params::FortMissionLibrary_ShouldUseAlternateAIDirectorBalance Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.SpawnAtPlacementActorsHelper
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UClass* Entries (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AActor*> UFortMissionLibrary::SpawnAtPlacementActorsHelper(class UObject* WorldContextObject, class UClass* Entries, bool* bSucceeded)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnAtPlacementActorsHelper");
|
|
|
|
Params::FortMissionLibrary_SpawnAtPlacementActorsHelper Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Entries = Entries;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (bSucceeded != nullptr)
|
|
*bSucceeded = Parms.bSucceeded;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.SpawnBuildingActorAtTransform
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class ABuildingActor> BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(class UObject* WorldContextObject, const struct FGuid& MissionGuid, TSubclassOf<class ABuildingActor> BuildingClass, const struct FTransform& Transform)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnBuildingActorAtTransform");
|
|
|
|
Params::FortMissionLibrary_SpawnBuildingActorAtTransform Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.BuildingClass = BuildingClass;
|
|
Parms.Transform = std::move(Transform);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickup
|
|
// (Final, Native, Static, Public, HasDefaults)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortMissionItemDefinition* MissionItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& StartPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* TargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionItemDefinition* MissionItemDefinition, const struct FVector& StartPosition, class AFortPawn* TargetPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickup");
|
|
|
|
Params::FortMissionLibrary_SpawnMissionItemPickup Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.MissionItemDefinition = MissionItemDefinition;
|
|
Parms.StartPosition = std::move(StartPosition);
|
|
Parms.TargetPawn = TargetPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickupInWorld
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPickup* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickupInWorld");
|
|
|
|
Params::FortMissionLibrary_SpawnMissionItemPickupInWorld Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.NumberToSpawn = NumberToSpawn;
|
|
Parms.Position = std::move(Position);
|
|
Parms.Direction = std::move(Direction);
|
|
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StartAIEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounter");
|
|
|
|
Params::FortMissionLibrary_StartAIEncounter Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EncounterTemplate = EncounterTemplate;
|
|
Parms.TargetActor = TargetActor;
|
|
Parms.InjectedTags = std::move(InjectedTags);
|
|
Parms.EncounterSettings = std::move(EncounterSettings);
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AssociatedMissionName != nullptr)
|
|
*AssociatedMissionName = std::move(Parms.AssociatedMissionName);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StartAIEncounterWithEnvironmentQuery
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString* AssociatedMissionName (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounterWithEnvironmentQuery");
|
|
|
|
Params::FortMissionLibrary_StartAIEncounterWithEnvironmentQuery Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EncounterTemplate = EncounterTemplate;
|
|
Parms.TargetActor = TargetActor;
|
|
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
|
|
Parms.QueryActor = QueryActor;
|
|
Parms.InjectedTags = std::move(InjectedTags);
|
|
Parms.EncounterSettings = std::move(EncounterSettings);
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AssociatedMissionName != nullptr)
|
|
*AssociatedMissionName = std::move(Parms.AssociatedMissionName);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StartNotification
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideTitleText (Parm, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
|
|
// float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bPlaySoundAsFeedback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::StartNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, float OverrideDisplayTime, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bPlaySoundAsFeedback, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartNotification");
|
|
|
|
Params::FortMissionLibrary_StartNotification Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Notification = Notification;
|
|
Parms.SpecificPlayer = SpecificPlayer;
|
|
Parms.OverrideTitleText = std::move(OverrideTitleText);
|
|
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
|
|
Parms.OverrideDisplayTime = OverrideDisplayTime;
|
|
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
|
|
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
|
|
Parms.OptionalActionName = OptionalActionName;
|
|
Parms.OptionalSound = OptionalSound;
|
|
Parms.bPlaySoundAsFeedback = bPlaySoundAsFeedback;
|
|
Parms.bTreatAsUnique = bTreatAsUnique;
|
|
Parms.bCancelActiveNotification = bCancelActiveNotification;
|
|
Parms.bWaitForClients = bWaitForClients;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StartPlayingMission
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UDataAsset* EventContent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& GenericText (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& GameplayTags (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::StartPlayingMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionEventParams* Params_0, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartPlayingMission");
|
|
|
|
Params::FortMissionLibrary_StartPlayingMission Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
Parms.Params_0 = Params_0;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.EventContent = EventContent;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.GenericInt = GenericInt;
|
|
Parms.GenericFloat = GenericFloat;
|
|
Parms.GenericText = std::move(GenericText);
|
|
Parms.GameplayTags = std::move(GameplayTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StartTutorialNotification
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideTitleText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideSystemText (Parm, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideNameText (Parm, NativeAccessSpecifierPublic)
|
|
// float OverrideDisplayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOverrideButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bOverrideLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bOverrideLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// EVerticalAlignment OverrideVAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EHorizontalAlignment OverrideHAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FMargin& OverridePadding (Parm, NativeAccessSpecifierPublic)
|
|
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::StartTutorialNotification(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, const class FText& OverrideTitleText, const class FText& OverrideDisplayText, const class FText& OverrideSystemText, const class FText& OverrideNameText, float OverrideDisplayTime, bool bOverrideButtonEnabled, bool bOverrideLightboxEnabled, bool bOverrideLightboxDisableInputOnly, EVerticalAlignment OverrideVAlign, EHorizontalAlignment OverrideHAlign, const struct FMargin& OverridePadding, const class USoundBase* OptionalSound, bool bWaitForClients)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StartTutorialNotification");
|
|
|
|
Params::FortMissionLibrary_StartTutorialNotification Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Notification = Notification;
|
|
Parms.SpecificPlayer = SpecificPlayer;
|
|
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
|
|
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
|
|
Parms.OverrideTitleText = std::move(OverrideTitleText);
|
|
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
|
|
Parms.OverrideSystemText = std::move(OverrideSystemText);
|
|
Parms.OverrideNameText = std::move(OverrideNameText);
|
|
Parms.OverrideDisplayTime = OverrideDisplayTime;
|
|
Parms.bOverrideButtonEnabled = bOverrideButtonEnabled;
|
|
Parms.bOverrideLightboxEnabled = bOverrideLightboxEnabled;
|
|
Parms.bOverrideLightboxDisableInputOnly = bOverrideLightboxDisableInputOnly;
|
|
Parms.OverrideVAlign = OverrideVAlign;
|
|
Parms.OverrideHAlign = OverrideHAlign;
|
|
Parms.OverridePadding = std::move(OverridePadding);
|
|
Parms.OptionalSound = OptionalSound;
|
|
Parms.bWaitForClients = bWaitForClients;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StopAIEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ActiveEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::StopAIEncounter(class UObject* WorldContextObject, class UFortAIEncounterInfo* ActiveEncounter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounter");
|
|
|
|
Params::FortMissionLibrary_StopAIEncounter Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ActiveEncounter = ActiveEncounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.StopAIEncounterAgainstActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::StopAIEncounterAgainstActor(class UObject* WorldContextObject, class AActor* TargetActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounterAgainstActor");
|
|
|
|
Params::FortMissionLibrary_StopAIEncounterAgainstActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TargetActor = TargetActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.TeleportPawnNearLocation
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::TeleportPawnNearLocation(class AFortPawn* Pawn, const struct FVector& DestLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPawnNearLocation");
|
|
|
|
Params::FortMissionLibrary_TeleportPawnNearLocation Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
Parms.DestLocation = std::move(DestLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.TeleportPlayerPawn
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& DestLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& DestRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionLibrary::TeleportPlayerPawn(class AFortPlayerPawn* PlayerPawn, const struct FVector& DestLocation, const struct FRotator& DestRotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPlayerPawn");
|
|
|
|
Params::FortMissionLibrary_TeleportPlayerPawn Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
Parms.DestLocation = std::move(DestLocation);
|
|
Parms.DestRotation = std::move(DestRotation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionLibrary.UnregisterForMissionEvents
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ActorToUnregister (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& MissionGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionLibrary::UnregisterForMissionEvents(class AActor* ActorToUnregister, const struct FGuid& MissionGuid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMissionLibrary", "UnregisterForMissionEvents");
|
|
|
|
Params::FortMissionLibrary_UnregisterForMissionEvents Parms{};
|
|
|
|
Parms.ActorToUnregister = ActorToUnregister;
|
|
Parms.MissionGuid = std::move(MissionGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.IsIgnoringProximity
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIController* FortAIController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIController::IsIgnoringProximity(class AFortAIController* FortAIController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIController", "IsIgnoringProximity");
|
|
|
|
Params::FortAIController_IsIgnoringProximity Parms{};
|
|
|
|
Parms.FortAIController = FortAIController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.CreateBuildingActor
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class ABuildingSMActor> BuildingClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& BuildLoc (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& BuildRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bMirrored (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIController::CreateBuildingActor(TSubclassOf<class ABuildingSMActor> BuildingClass, const struct FVector& BuildLoc, const struct FRotator& BuildRot, bool bMirrored)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "CreateBuildingActor");
|
|
|
|
Params::FortAIController_CreateBuildingActor Parms{};
|
|
|
|
Parms.BuildingClass = BuildingClass;
|
|
Parms.BuildLoc = std::move(BuildLoc);
|
|
Parms.BuildRot = std::move(BuildRot);
|
|
Parms.bMirrored = bMirrored;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.GetBestKnownActorLocation
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ActorInQuestion (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* LastStimulusAge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortAIController::GetBestKnownActorLocation(class AActor* ActorInQuestion, float* LastStimulusAge)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "GetBestKnownActorLocation");
|
|
|
|
Params::FortAIController_GetBestKnownActorLocation Parms{};
|
|
|
|
Parms.ActorInQuestion = ActorInQuestion;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (LastStimulusAge != nullptr)
|
|
*LastStimulusAge = Parms.LastStimulusAge;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.GetClosestSupportingBuildingActor
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingSMActor* BuildingSMActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingSMActor* AFortAIController::GetClosestSupportingBuildingActor(class ABuildingSMActor* BuildingSMActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "GetClosestSupportingBuildingActor");
|
|
|
|
Params::FortAIController_GetClosestSupportingBuildingActor Parms{};
|
|
|
|
Parms.BuildingSMActor = BuildingSMActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.GetTargetActor
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortAIController::GetTargetActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "GetTargetActor");
|
|
|
|
Params::FortAIController_GetTargetActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.IgnoreProximityForDuration
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float DurationToIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "IgnoreProximityForDuration");
|
|
|
|
Params::FortAIController_IgnoreProximityForDuration Parms{};
|
|
|
|
Parms.DurationToIgnore = DurationToIgnore;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.IsAllowedToSleep
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortAIController::IsAllowedToSleep()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "IsAllowedToSleep");
|
|
|
|
Params::FortAIController_IsAllowedToSleep Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.LockBehaviorResource
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::LockBehaviorResource()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "LockBehaviorResource");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.LockMovementResource
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::LockMovementResource()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "LockMovementResource");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.OnBuildingActorGoalDestroyed
|
|
// (Final, Native, Public)
|
|
|
|
void AFortAIController::OnBuildingActorGoalDestroyed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "OnBuildingActorGoalDestroyed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SendAnimNotification
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SendAnimNotification(const class FString& EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SendAnimNotification");
|
|
|
|
Params::FortAIController_SendAnimNotification Parms{};
|
|
|
|
Parms.EventName = std::move(EventName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetAlwaysGameplayRelevant
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInAlwaysGameplayRelevant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetAlwaysGameplayRelevant");
|
|
|
|
Params::FortAIController_SetAlwaysGameplayRelevant Parms{};
|
|
|
|
Parms.bInAlwaysGameplayRelevant = bInAlwaysGameplayRelevant;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetGoalActor
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLocationAlwaysKnown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetGoalActor(class AActor* InActor, bool bLocationAlwaysKnown)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetGoalActor");
|
|
|
|
Params::FortAIController_SetGoalActor Parms{};
|
|
|
|
Parms.InActor = InActor;
|
|
Parms.bLocationAlwaysKnown = bLocationAlwaysKnown;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetIsSleeping
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewSleepStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetIsSleeping(bool bNewSleepStatus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetIsSleeping");
|
|
|
|
Params::FortAIController_SetIsSleeping Parms{};
|
|
|
|
Parms.bNewSleepStatus = bNewSleepStatus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetPawnAIType
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortressAIType NewAIType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* SpawnSpot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, class AActor* SpawnSpot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetPawnAIType");
|
|
|
|
Params::FortAIController_SetPawnAIType Parms{};
|
|
|
|
Parms.NewAIType = NewAIType;
|
|
Parms.SpawnSpot = SpawnSpot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetTeam
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetTeam(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetTeam");
|
|
|
|
Params::FortAIController_SetTeam Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.SetupCustomVIM
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UClass* VIM (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIController::SetupCustomVIM(class UClass* VIM)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "SetupCustomVIM");
|
|
|
|
Params::FortAIController_SetupCustomVIM Parms{};
|
|
|
|
Parms.VIM = VIM;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.UnlockBehaviorResource
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::UnlockBehaviorResource()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "UnlockBehaviorResource");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.UnlockMovementResource
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::UnlockMovementResource()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "UnlockMovementResource");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.UnregisterForGoalDetection
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::UnregisterForGoalDetection()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "UnregisterForGoalDetection");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.WakeUp
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortAIController::WakeUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "WakeUp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIController.GetGoalActor
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AActor* AFortAIController::GetGoalActor() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIController", "GetGoalActor");
|
|
|
|
Params::FortAIController_GetGoalActor Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.AbortDisintegration
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::AbortDisintegration(struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "AbortDisintegration");
|
|
|
|
Params::FortMcpProfileWorld_AbortDisintegration Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.BatchUpdateInventory
|
|
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
|
|
// Parameters:
|
|
// const struct FMcpProfileChangeRequest& BatchUpdate (Parm, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::BatchUpdateInventory(const struct FMcpProfileChangeRequest& BatchUpdate, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdateInventory");
|
|
|
|
Params::FortMcpProfileWorld_BatchUpdateInventory Parms{};
|
|
|
|
Parms.BatchUpdate = std::move(BatchUpdate);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.CreateOrUpgradeOutpostItem
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::CreateOrUpgradeOutpostItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "CreateOrUpgradeOutpostItem");
|
|
|
|
Params::FortMcpProfileWorld_CreateOrUpgradeOutpostItem Parms{};
|
|
|
|
Parms.TemplateId = std::move(TemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.DepositPostResources
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& itemsToDepositIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& itemCountsToDeposit (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::DepositPostResources(const TArray<class FString>& itemsToDepositIds, const TArray<int32>& itemCountsToDeposit, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "DepositPostResources");
|
|
|
|
Params::FortMcpProfileWorld_DepositPostResources Parms{};
|
|
|
|
Parms.itemsToDepositIds = std::move(itemsToDepositIds);
|
|
Parms.itemCountsToDeposit = std::move(itemCountsToDeposit);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.DisintegrateItems
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const TArray<class FString>& itemsToDisintegrateIds (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& itemCountsToDisintegrate (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::DisintegrateItems(const TArray<class FString>& itemsToDisintegrateIds, const TArray<int32>& itemCountsToDisintegrate, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "DisintegrateItems");
|
|
|
|
Params::FortMcpProfileWorld_DisintegrateItems Parms{};
|
|
|
|
Parms.itemsToDisintegrateIds = std::move(itemsToDisintegrateIds);
|
|
Parms.itemCountsToDisintegrate = std::move(itemCountsToDisintegrate);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.FabricateItem
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TemplateId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::FabricateItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "FabricateItem");
|
|
|
|
Params::FortMcpProfileWorld_FabricateItem Parms{};
|
|
|
|
Parms.TemplateId = std::move(TemplateId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.IncreaseOutpostPrestige
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::IncreaseOutpostPrestige(struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "IncreaseOutpostPrestige");
|
|
|
|
Params::FortMcpProfileWorld_IncreaseOutpostPrestige Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.InitializeTheater
|
|
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
|
|
// Parameters:
|
|
// const class FString& TheaterGuid (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::InitializeTheater(const class FString& TheaterGuid, struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "InitializeTheater");
|
|
|
|
Params::FortMcpProfileWorld_InitializeTheater Parms{};
|
|
|
|
Parms.TheaterGuid = std::move(TheaterGuid);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMcpProfileWorld.MarkOutpostDefended
|
|
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
|
|
// Parameters:
|
|
// struct FDedicatedServerUrlContext* Context (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMcpProfileWorld::MarkOutpostDefended(struct FDedicatedServerUrlContext* Context)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMcpProfileWorld", "MarkOutpostDefended");
|
|
|
|
Params::FortMcpProfileWorld_MarkOutpostDefended Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Context != nullptr)
|
|
*Context = std::move(Parms.Context);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.SpawnAtPlacementActorsAsArray
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortMission* Mission (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool* bSucceeded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AActor*> AFortMission::SpawnAtPlacementActorsAsArray(class AFortMission* Mission, bool* bSucceeded)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortMission", "SpawnAtPlacementActorsAsArray");
|
|
|
|
Params::FortMission_SpawnAtPlacementActorsAsArray Parms{};
|
|
|
|
Parms.Mission = Mission;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (bSucceeded != nullptr)
|
|
*bSucceeded = Parms.bSucceeded;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.AddGoalsToAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::AddGoalsToAssignment(class UFortAIAssignment* Assignment, const TArray<struct FFortAIGoalInfo>& GoalInfos)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "AddGoalsToAssignment");
|
|
|
|
Params::FortMission_AddGoalsToAssignment Parms{};
|
|
|
|
Parms.Assignment = Assignment;
|
|
Parms.GoalInfos = std::move(GoalInfos);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.AddGoalsToEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::AddGoalsToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "AddGoalsToEncounterAssignment");
|
|
|
|
Params::FortMission_AddGoalsToEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
Parms.GoalInfos = std::move(GoalInfos);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.AddGoalToAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIAssignment* Assignment (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::AddGoalToAssignment(class UFortAIAssignment* Assignment, const struct FFortAIGoalInfo& GoalInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "AddGoalToAssignment");
|
|
|
|
Params::FortMission_AddGoalToAssignment Parms{};
|
|
|
|
Parms.Assignment = Assignment;
|
|
Parms.GoalInfo = std::move(GoalInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.AddGoalToEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::AddGoalToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "AddGoalToEncounterAssignment");
|
|
|
|
Params::FortMission_AddGoalToEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
Parms.GoalInfo = std::move(GoalInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.AttemptMissionSave
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& OptionalSaveName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::AttemptMissionSave(const class FString& OptionalSaveName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "AttemptMissionSave");
|
|
|
|
Params::FortMission_AttemptMissionSave Parms{};
|
|
|
|
Parms.OptionalSaveName = std::move(OptionalSaveName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintCustomHandleMissionEvent
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGuid& MissionGuid_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionEventParams* Params_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UDataAsset* EventContent (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* EventInstigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GenericInt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GenericFloat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& GenericText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& GameplayTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::BlueprintCustomHandleMissionEvent(const struct FGuid& MissionGuid_0, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, const class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags, const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintCustomHandleMissionEvent");
|
|
|
|
Params::FortMission_BlueprintCustomHandleMissionEvent Parms{};
|
|
|
|
Parms.MissionGuid_0 = std::move(MissionGuid_0);
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
Parms.Params_0 = Params_0;
|
|
Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.EventContent = EventContent;
|
|
Parms.EventInstigator = EventInstigator;
|
|
Parms.GenericInt = GenericInt;
|
|
Parms.GenericFloat = GenericFloat;
|
|
Parms.GenericText = std::move(GenericText);
|
|
Parms.GameplayTags = std::move(GameplayTags);
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintHandleMissionEventNoReply
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintHandleMissionEventNoReply");
|
|
|
|
Params::FortMission_BlueprintHandleMissionEventNoReply Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintOnActivated
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::BlueprintOnActivated(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintOnActivated");
|
|
|
|
Params::FortMission_BlueprintOnActivated Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintOnMissionEnd
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortMissionStatus Status (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::BlueprintOnMissionEnd(EFortMissionStatus Status)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintOnMissionEnd");
|
|
|
|
Params::FortMission_BlueprintOnMissionEnd Parms{};
|
|
|
|
Parms.Status = Status;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintOnStartPlaying
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::BlueprintOnStartPlaying(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintOnStartPlaying");
|
|
|
|
Params::FortMission_BlueprintOnStartPlaying Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.BlueprintPostMissionLoad
|
|
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
|
|
|
|
void AFortMission::BlueprintPostMissionLoad()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "BlueprintPostMissionLoad");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.ChooseRandomReward
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// struct FFortMissionWeightedReward ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortMissionWeightedReward AFortMission::ChooseRandomReward()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "ChooseRandomReward");
|
|
|
|
Params::FortMission_ChooseRandomReward Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.CreateEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& AssignmentTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortAIGoalProvider> GoalProvider (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortAIAssignmentIdentifier* AssignmentIdentifier (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// EAssignmentCreationResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const struct FGameplayTagContainer& AssignmentTags, const class UFortAIEncounterInfo*& Encounter, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "CreateEncounterAssignment");
|
|
|
|
Params::FortMission_CreateEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentTags = std::move(AssignmentTags);
|
|
Parms.Encounter = Encounter;
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.GoalProvider = GoalProvider;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (AssignmentIdentifier != nullptr)
|
|
*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.CreateEncounterSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& SequenceTags (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const struct FGameplayTagContainer& SequenceTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "CreateEncounterSequence");
|
|
|
|
Params::FortMission_CreateEncounterSequence Parms{};
|
|
|
|
Parms.SequenceTags = std::move(SequenceTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.FindGoalLocationsForEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<struct FVector>* OutGoalLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::FindGoalLocationsForEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, TArray<struct FVector>* OutGoalLocations)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "FindGoalLocationsForEncounterAssignment");
|
|
|
|
Params::FortMission_FindGoalLocationsForEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutGoalLocations != nullptr)
|
|
*OutGoalLocations = std::move(Parms.OutGoalLocations);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.FocusThisMission
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bTemporaryFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::FocusThisMission(bool bTemporaryFocus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "FocusThisMission");
|
|
|
|
Params::FortMission_FocusThisMission Parms{};
|
|
|
|
Parms.bTemporaryFocus = bTemporaryFocus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetConfigData
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& InBucketTag (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortMissionConfigData* AFortMission::GetConfigData(const struct FGameplayTag& InBucketTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetConfigData");
|
|
|
|
Params::FortMission_GetConfigData Parms{};
|
|
|
|
Parms.InBucketTag = std::move(InBucketTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GrantRewardsByTag
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayTag& RewardTag (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
// EFortRewardType RewardType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GrantRewardsByTag");
|
|
|
|
Params::FortMission_GrantRewardsByTag Parms{};
|
|
|
|
Parms.RewardTag = std::move(RewardTag);
|
|
Parms.RewardType = RewardType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.OnMatchStarted
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortMission::OnMatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "OnMatchStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.OnRep_bIsMissionVisible
|
|
// (Native, Protected)
|
|
|
|
void AFortMission::OnRep_bIsMissionVisible()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "OnRep_bIsMissionVisible");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.OnRep_UIIndex
|
|
// (Native, Protected)
|
|
|
|
void AFortMission::OnRep_UIIndex()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "OnRep_UIIndex");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.OnWorldReady
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortMission::OnWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "OnWorldReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.RemoveEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::RemoveEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "RemoveEncounterAssignment");
|
|
|
|
Params::FortMission_RemoveEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.RemoveGoalFromEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAIGoalInfo& GoalInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::RemoveGoalFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "RemoveGoalFromEncounterAssignment");
|
|
|
|
Params::FortMission_RemoveGoalFromEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
Parms.GoalInfo = std::move(GoalInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.RemoveGoalsFromEncounterAssignment
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifier&AssignmentIdentifier (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortAIEncounterInfo*& Encounter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAIGoalInfo>& GoalInfos (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::RemoveGoalsFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "RemoveGoalsFromEncounterAssignment");
|
|
|
|
Params::FortMission_RemoveGoalsFromEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
|
|
Parms.Encounter = Encounter;
|
|
Parms.GoalInfos = std::move(GoalInfos);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.SetToSilentDestroy
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortMission::SetToSilentDestroy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "SetToSilentDestroy");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.SetUiVisibility
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bInIsMissionVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::SetUiVisibility(bool bInIsMissionVisible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "SetUiVisibility");
|
|
|
|
Params::FortMission_SetUiVisibility Parms{};
|
|
|
|
Parms.bInIsMissionVisible = bInIsMissionVisible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.StartMissionAIEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "StartMissionAIEncounter");
|
|
|
|
Params::FortMission_StartMissionAIEncounter Parms{};
|
|
|
|
Parms.EncounterTemplate = EncounterTemplate;
|
|
Parms.TargetActors = std::move(TargetActors);
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
|
|
Parms.QueryActor = QueryActor;
|
|
Parms.InjectedTags = std::move(InjectedTags);
|
|
Parms.EncounterSettings = std::move(EncounterSettings);
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.StartMissionAIEncounterFromGeneratedProfile
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 GeneratedEncounterProfileIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FEncounterEnvironmentQueryInfo&EnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class AActor* QueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "StartMissionAIEncounterFromGeneratedProfile");
|
|
|
|
Params::FortMission_StartMissionAIEncounterFromGeneratedProfile Parms{};
|
|
|
|
Parms.GeneratedEncounterProfileIndex = GeneratedEncounterProfileIndex;
|
|
Parms.TargetActors = std::move(TargetActors);
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
|
|
Parms.QueryActor = QueryActor;
|
|
Parms.InjectedTags = std::move(InjectedTags);
|
|
Parms.EncounterSettings = std::move(EncounterSettings);
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.StartMissionNotification
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class AFortClientNotification>Notification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerController* SpecificPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FText& OverrideDisplayText (Parm, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn1 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* OptionalPlayerPawn2 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName OptionalActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class USoundBase* OptionalSound (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bTreatAsUnique (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bCancelActiveNotification (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bWaitForClients (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::StartMissionNotification(const struct FLatentActionInfo& LatentInfo, TSubclassOf<class AFortClientNotification> Notification, class AFortPlayerController* SpecificPlayer, const class FText& OverrideDisplayText, class AFortPlayerPawn* OptionalPlayerPawn1, class AFortPlayerPawn* OptionalPlayerPawn2, class FName OptionalActionName, const class USoundBase* OptionalSound, bool bTreatAsUnique, bool bCancelActiveNotification, bool bWaitForClients)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "StartMissionNotification");
|
|
|
|
Params::FortMission_StartMissionNotification Parms{};
|
|
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Notification = Notification;
|
|
Parms.SpecificPlayer = SpecificPlayer;
|
|
Parms.OverrideDisplayText = std::move(OverrideDisplayText);
|
|
Parms.OptionalPlayerPawn1 = OptionalPlayerPawn1;
|
|
Parms.OptionalPlayerPawn2 = OptionalPlayerPawn2;
|
|
Parms.OptionalActionName = OptionalActionName;
|
|
Parms.OptionalSound = OptionalSound;
|
|
Parms.bTreatAsUnique = bTreatAsUnique;
|
|
Parms.bCancelActiveNotification = bCancelActiveNotification;
|
|
Parms.bWaitForClients = bWaitForClients;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.StopEncounterSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIEncounterSequence* SequenceToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::StopEncounterSequence(class UFortAIEncounterSequence* SequenceToStop)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "StopEncounterSequence");
|
|
|
|
Params::FortMission_StopEncounterSequence Parms{};
|
|
|
|
Parms.SequenceToStop = SequenceToStop;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.StopMissionAIEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* EncounterToStop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::StopMissionAIEncounter(class UFortAIEncounterInfo* EncounterToStop)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "StopMissionAIEncounter");
|
|
|
|
Params::FortMission_StopMissionAIEncounter Parms{};
|
|
|
|
Parms.EncounterToStop = EncounterToStop;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetBuildingDamageLootTier
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortMission::GetBuildingDamageLootTier(class AFortPlayerController* PlayerController) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetBuildingDamageLootTier");
|
|
|
|
Params::FortMission_GetBuildingDamageLootTier Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetCurrentBluGloRewards
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortMission::GetCurrentBluGloRewards() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetCurrentBluGloRewards");
|
|
|
|
Params::FortMission_GetCurrentBluGloRewards Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetDefaultAssignmentForEncounter
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* Encounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignment** DefaultAssignment (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMission::GetDefaultAssignmentForEncounter(class UFortAIEncounterInfo* Encounter, class UFortAIAssignment** DefaultAssignment) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetDefaultAssignmentForEncounter");
|
|
|
|
Params::FortMission_GetDefaultAssignmentForEncounter Parms{};
|
|
|
|
Parms.Encounter = Encounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (DefaultAssignment != nullptr)
|
|
*DefaultAssignment = Parms.DefaultAssignment;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetExpectedCompletionTime
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortMission::GetExpectedCompletionTime() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetExpectedCompletionTime");
|
|
|
|
Params::FortMission_GetExpectedCompletionTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetMissionFortPlayerControllers
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AFortPlayerController*> AFortMission::GetMissionFortPlayerControllers() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetMissionFortPlayerControllers");
|
|
|
|
Params::FortMission_GetMissionFortPlayerControllers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetMissionGuid
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGuid ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FGuid AFortMission::GetMissionGuid() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetMissionGuid");
|
|
|
|
Params::FortMission_GetMissionGuid Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetObjectiveByHandle
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class AFortObjectiveBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetObjectiveByHandle");
|
|
|
|
Params::FortMission_GetObjectiveByHandle Parms{};
|
|
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetObjectiveStatusByHandle
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayTagContainer& ObjectiveHandle (Parm, NativeAccessSpecifierPublic)
|
|
// EFortObjectiveStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetObjectiveStatusByHandle");
|
|
|
|
Params::FortMission_GetObjectiveStatusByHandle Parms{};
|
|
|
|
Parms.ObjectiveHandle = std::move(ObjectiveHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetPawnDamageLootTier
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortMission::GetPawnDamageLootTier(class AFortPlayerController* PlayerController) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetPawnDamageLootTier");
|
|
|
|
Params::FortMission_GetPawnDamageLootTier Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetPlayerBuildingDamage
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortMission::GetPlayerBuildingDamage(class AFortPlayerController* PlayerController) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetPlayerBuildingDamage");
|
|
|
|
Params::FortMission_GetPlayerBuildingDamage Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMission.GetPlayerPawnDamage
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortMission::GetPlayerPawnDamage(class AFortPlayerController* PlayerController) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMission", "GetPlayerPawnDamage");
|
|
|
|
Params::FortMission_GetPlayerPawnDamage Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPMission_EnemyBaseDestruction.GetCornerstoneForTeam
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortTeam InTeam (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPvPBaseCornerstone* AFortPvPMission_EnemyBaseDestruction::GetCornerstoneForTeam(EFortTeam InTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPvPMission_EnemyBaseDestruction", "GetCornerstoneForTeam");
|
|
|
|
Params::FortPvPMission_EnemyBaseDestruction_GetCornerstoneForTeam Parms{};
|
|
|
|
Parms.InTeam = InTeam;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPatrolWardInterface.GetAffectingDistance
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float IFortPatrolWardInterface::GetAffectingDistance() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingDistance");
|
|
|
|
Params::FortPatrolWardInterface_GetAffectingDistance Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPatrolWardInterface.GetAffectingType
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// EWardAffectType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EWardAffectType IFortPatrolWardInterface::GetAffectingType() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingType");
|
|
|
|
Params::FortPatrolWardInterface_GetAffectingType Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirectorDataManager.TriggerEvent
|
|
// (Native, Public, HasOutParams)
|
|
// Parameters:
|
|
// const struct FFortAIDirectorEvent& TriggeredEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAIDirectorDataManager::TriggerEvent(const struct FFortAIDirectorEvent& TriggeredEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirectorDataManager", "TriggerEvent");
|
|
|
|
Params::FortAIDirectorDataManager_TriggerEvent Parms{};
|
|
|
|
Parms.TriggeredEvent = std::move(TriggeredEvent);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirectorDataManager.GetAIDirectorFactorValue
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAIDirectorFactor AIDirectorFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIDirectorDataManager::GetAIDirectorFactorValue(EFortAIDirectorFactor AIDirectorFactor) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirectorDataManager", "GetAIDirectorFactorValue");
|
|
|
|
Params::FortAIDirectorDataManager_GetAIDirectorFactorValue Parms{};
|
|
|
|
Parms.AIDirectorFactor = AIDirectorFactor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIDirectorDataManager.GetGetAIDirectorEventValue
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAIDirectorEvent Event (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortAIDirectorDataManager::GetGetAIDirectorEventValue(EFortAIDirectorEvent Event) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIDirectorDataManager", "GetGetAIDirectorEventValue");
|
|
|
|
Params::FortAIDirectorDataManager_GetGetAIDirectorEventValue Parms{};
|
|
|
|
Parms.Event = Event;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnerInterface.IsReadyToReceiveNewSpawnGroup
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortAISpawnerInterface::IsReadyToReceiveNewSpawnGroup()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnerInterface", "IsReadyToReceiveNewSpawnGroup");
|
|
|
|
Params::FortAISpawnerInterface_IsReadyToReceiveNewSpawnGroup Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnerInterface.OnReceiveSpawnGroup
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool IFortAISpawnerInterface::OnReceiveSpawnGroup()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnerInterface", "OnReceiveSpawnGroup");
|
|
|
|
Params::FortAISpawnerInterface_OnReceiveSpawnGroup Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.CreateEncounterAssignment
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignment* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIAssignment* UFortAIEncounterInfo::CreateEncounterAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "CreateEncounterAssignment");
|
|
|
|
Params::FortAIEncounterInfo_CreateEncounterAssignment Parms{};
|
|
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.GoalActor = GoalActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.EnemySpawnerGroupHasAIRemainingToSpawn
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterInfo::EnemySpawnerGroupHasAIRemainingToSpawn(class AActor* EnemySpawner)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "EnemySpawnerGroupHasAIRemainingToSpawn");
|
|
|
|
Params::FortAIEncounterInfo_EnemySpawnerGroupHasAIRemainingToSpawn Parms{};
|
|
|
|
Parms.EnemySpawner = EnemySpawner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.GetEncounterDataManager
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIDirectorDataManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIDirectorDataManager* UFortAIEncounterInfo::GetEncounterDataManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterDataManager");
|
|
|
|
Params::FortAIEncounterInfo_GetEncounterDataManager Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.GetEncounterTimeSeconds
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortAIEncounterInfo::GetEncounterTimeSeconds()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterTimeSeconds");
|
|
|
|
Params::FortAIEncounterInfo_GetEncounterTimeSeconds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.GroupHasAIRemainingToSpawn
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterInfo::GroupHasAIRemainingToSpawn(const struct FFortAISpawnerData& FortAISpawnerData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "GroupHasAIRemainingToSpawn");
|
|
|
|
Params::FortAIEncounterInfo_GroupHasAIRemainingToSpawn Parms{};
|
|
|
|
Parms.FortAISpawnerData = std::move(FortAISpawnerData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.OnFadeStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UFortAIEncounterInfo::OnFadeStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "OnFadeStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.OnGoalTakeDamage
|
|
// (Final, Native, Public, HasDefaults)
|
|
// Parameters:
|
|
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::OnGoalTakeDamage(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "OnGoalTakeDamage");
|
|
|
|
Params::FortAIEncounterInfo_OnGoalTakeDamage Parms{};
|
|
|
|
Parms.DamagedActor = DamagedActor;
|
|
Parms.Damage = Damage;
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.HitLocation = std::move(HitLocation);
|
|
Parms.FHitComponent = FHitComponent;
|
|
Parms.BoneName = BoneName;
|
|
Parms.Momentum = std::move(Momentum);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.OnPeakStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UFortAIEncounterInfo::OnPeakStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "OnPeakStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.OnRampStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UFortAIEncounterInfo::OnRampStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "OnRampStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.OnRestStarted
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UFortAIEncounterInfo::OnRestStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "OnRestStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.RegisterAISpawner
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::RegisterAISpawner(class AActor* InAISpawner)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "RegisterAISpawner");
|
|
|
|
Params::FortAIEncounterInfo_RegisterAISpawner Parms{};
|
|
|
|
Parms.InAISpawner = InAISpawner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.RequestActivation
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::RequestActivation(int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "RequestActivation");
|
|
|
|
Params::FortAIEncounterInfo_RequestActivation Parms{};
|
|
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.ReserveNextAIPawn
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortAISpawnerData& FortAISpawnerData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FFortSpawnAIRequest* FortAISpawnRequest (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterInfo::ReserveNextAIPawn(const struct FFortAISpawnerData& FortAISpawnerData, struct FFortSpawnAIRequest* FortAISpawnRequest)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "ReserveNextAIPawn");
|
|
|
|
Params::FortAIEncounterInfo_ReserveNextAIPawn Parms{};
|
|
|
|
Parms.FortAISpawnerData = std::move(FortAISpawnerData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (FortAISpawnRequest != nullptr)
|
|
*FortAISpawnRequest = std::move(Parms.FortAISpawnRequest);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.SetEncounterActivationState
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bEncounterActivityState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::SetEncounterActivationState(bool bEncounterActivityState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "SetEncounterActivationState");
|
|
|
|
Params::FortAIEncounterInfo_SetEncounterActivationState Parms{};
|
|
|
|
Parms.bEncounterActivityState = bEncounterActivityState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.SpawnAIGroup
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UFortAISpawnGroup* SpawnGroupToSpawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AActor* SpawnSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class UFortAbilitySet*>& AbilitySetsToGrantOnSpawn (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// bool bAllowAssigningToExternalSpawners (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float SecondsBetweenSpawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::SpawnAIGroup(const class UFortAISpawnGroup* SpawnGroupToSpawn, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class AActor* SpawnSource, const TArray<class UFortAbilitySet*>& AbilitySetsToGrantOnSpawn, bool bAllowAssigningToExternalSpawners, float SecondsBetweenSpawns)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIGroup");
|
|
|
|
Params::FortAIEncounterInfo_SpawnAIGroup Parms{};
|
|
|
|
Parms.SpawnGroupToSpawn = SpawnGroupToSpawn;
|
|
Parms.SpawnLocation = std::move(SpawnLocation);
|
|
Parms.SpawnRotation = std::move(SpawnRotation);
|
|
Parms.SpawnSource = SpawnSource;
|
|
Parms.AbilitySetsToGrantOnSpawn = std::move(AbilitySetsToGrantOnSpawn);
|
|
Parms.bAllowAssigningToExternalSpawners = bAllowAssigningToExternalSpawners;
|
|
Parms.SecondsBetweenSpawns = SecondsBetweenSpawns;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.SpawnAIPawnReservedForEnemySpawner
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIPawn* UFortAIEncounterInfo::SpawnAIPawnReservedForEnemySpawner(class AActor* EnemySpawner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIPawnReservedForEnemySpawner");
|
|
|
|
Params::FortAIEncounterInfo_SpawnAIPawnReservedForEnemySpawner Parms{};
|
|
|
|
Parms.EnemySpawner = EnemySpawner;
|
|
Parms.SpawnLocation = std::move(SpawnLocation);
|
|
Parms.SpawnRotation = std::move(SpawnRotation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.UnRegisterAISpawner
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* InAISpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIEncounterInfo::UnRegisterAISpawner(class AActor* InAISpawner)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "UnRegisterAISpawner");
|
|
|
|
Params::FortAIEncounterInfo_UnRegisterAISpawner Parms{};
|
|
|
|
Parms.InAISpawner = InAISpawner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.EncounterHasReservedSpawnRequestForEnemySpawner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AActor* EnemySpawner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterInfo::EncounterHasReservedSpawnRequestForEnemySpawner(class AActor* EnemySpawner) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "EncounterHasReservedSpawnRequestForEnemySpawner");
|
|
|
|
Params::FortAIEncounterInfo_EncounterHasReservedSpawnRequestForEnemySpawner Parms{};
|
|
|
|
Parms.EnemySpawner = EnemySpawner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterInfo.GetCurrentSpawnAreaDirections
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<EFortEncounterDirection>* OutDirections (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterInfo::GetCurrentSpawnAreaDirections(TArray<EFortEncounterDirection>* OutDirections) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterInfo", "GetCurrentSpawnAreaDirections");
|
|
|
|
Params::FortAIEncounterInfo_GetCurrentSpawnAreaDirections Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDirections != nullptr)
|
|
*OutDirections = std::move(Parms.OutDirections);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetRelevantCloudMeshes
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* SourceCloudMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UStaticMeshComponent*>* OutInfluencingCloudMeshComponents (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::GetRelevantCloudMeshes(class UStaticMeshComponent* SourceCloudMeshComponent, float BoundingBoxPadding, TArray<class UStaticMeshComponent*>* OutInfluencingCloudMeshComponents)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetRelevantCloudMeshes");
|
|
|
|
Params::ThreatCloud_GetRelevantCloudMeshes Parms{};
|
|
|
|
Parms.SourceCloudMeshComponent = SourceCloudMeshComponent;
|
|
Parms.BoundingBoxPadding = BoundingBoxPadding;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutInfluencingCloudMeshComponents != nullptr)
|
|
*OutInfluencingCloudMeshComponents = std::move(Parms.OutInfluencingCloudMeshComponents);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnBeginDeath
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnBeginDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnBeginDeath");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnCloudActivated
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnCloudActivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnCloudActivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnCloudDeactivated
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::OnCloudDeactivated(EFortThreatDeactivationType DeactivationType, float DeactivationDuration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnCloudDeactivated");
|
|
|
|
Params::ThreatCloud_OnCloudDeactivated Parms{};
|
|
|
|
Parms.DeactivationType = DeactivationType;
|
|
Parms.DeactivationDuration = DeactivationDuration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnCloudInfluenceCalculated
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnCloudInfluenceCalculated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnCloudInfluenceCalculated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnCloudScaleChanged
|
|
// (Event, Public, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* MeshInfluenced (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* MIDInfluenced (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* MeshInfluencer (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& InfluencerScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float InfluencerScalePercentage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 InfluencerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::OnCloudScaleChanged(class UStaticMeshComponent* MeshInfluenced, class UMaterialInstanceDynamic* MIDInfluenced, class UStaticMeshComponent* MeshInfluencer, const struct FVector& InfluencerScale, float InfluencerScalePercentage, int32 InfluencerIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnCloudScaleChanged");
|
|
|
|
Params::ThreatCloud_OnCloudScaleChanged Parms{};
|
|
|
|
Parms.MeshInfluenced = MeshInfluenced;
|
|
Parms.MIDInfluenced = MIDInfluenced;
|
|
Parms.MeshInfluencer = MeshInfluencer;
|
|
Parms.InfluencerScale = std::move(InfluencerScale);
|
|
Parms.InfluencerScalePercentage = InfluencerScalePercentage;
|
|
Parms.InfluencerIndex = InfluencerIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnCloudStart
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnCloudStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnCloudStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnLightningStrike
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FVector& StartLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class ABuildingRift* Rift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLightningStruckRift (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::OnLightningStrike(const struct FVector& StartLocation, const struct FVector& EndLocation, class ABuildingRift* Rift, bool bLightningStruckRift)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnLightningStrike");
|
|
|
|
Params::ThreatCloud_OnLightningStrike Parms{};
|
|
|
|
Parms.StartLocation = std::move(StartLocation);
|
|
Parms.EndLocation = std::move(EndLocation);
|
|
Parms.Rift = Rift;
|
|
Parms.bLightningStruckRift = bLightningStruckRift;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnNeighborChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 NeighborIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::OnNeighborChanged(int32 NeighborIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnNeighborChanged");
|
|
|
|
Params::ThreatCloud_OnNeighborChanged Parms{};
|
|
|
|
Parms.NeighborIndex = NeighborIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnNeighborsChanged
|
|
// (Event, Protected, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bPrimaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bSecondaryNeighborsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& IndicesOfNewImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<int32>& IndicesOfDyingImmediateNeighbors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::OnNeighborsChanged(bool bPrimaryNeighborsChanged, bool bSecondaryNeighborsChanged, const TArray<int32>& IndicesOfNewImmediateNeighbors, const TArray<int32>& IndicesOfDyingImmediateNeighbors)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnNeighborsChanged");
|
|
|
|
Params::ThreatCloud_OnNeighborsChanged Parms{};
|
|
|
|
Parms.bPrimaryNeighborsChanged = bPrimaryNeighborsChanged;
|
|
Parms.bSecondaryNeighborsChanged = bSecondaryNeighborsChanged;
|
|
Parms.IndicesOfNewImmediateNeighbors = std::move(IndicesOfNewImmediateNeighbors);
|
|
Parms.IndicesOfDyingImmediateNeighbors = std::move(IndicesOfDyingImmediateNeighbors);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnNumSecondaryNeighborsChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnNumSecondaryNeighborsChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnNumSecondaryNeighborsChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.OnThreatVolumeChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AThreatCloud::OnThreatVolumeChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "OnThreatVolumeChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.SetCloudInfluenceInfo
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<class UStaticMeshComponent*>&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FVector>& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<class UMaterialInstanceDynamic*>&CloudMIDs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// float BoundingBoxPadding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::SetCloudInfluenceInfo(const TArray<class UStaticMeshComponent*>& CloudStaticMeshComponents, const TArray<struct FVector>& FinalCloudScales, const TArray<class UMaterialInstanceDynamic*>& CloudMIDs, float BoundingBoxPadding)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "SetCloudInfluenceInfo");
|
|
|
|
Params::ThreatCloud_SetCloudInfluenceInfo Parms{};
|
|
|
|
Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents);
|
|
Parms.FinalCloudScales = std::move(FinalCloudScales);
|
|
Parms.CloudMIDs = std::move(CloudMIDs);
|
|
Parms.BoundingBoxPadding = BoundingBoxPadding;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.SetCloudMeshAndScaleValues
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const TArray<class UStaticMeshComponent*>&CloudStaticMeshComponents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool bIncludeNegativeValues (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FVector>& FinalCloudScales (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::SetCloudMeshAndScaleValues(const TArray<class UStaticMeshComponent*>& CloudStaticMeshComponents, bool bIncludeNegativeValues, const TArray<struct FVector>& FinalCloudScales)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "SetCloudMeshAndScaleValues");
|
|
|
|
Params::ThreatCloud_SetCloudMeshAndScaleValues Parms{};
|
|
|
|
Parms.CloudStaticMeshComponents = std::move(CloudStaticMeshComponents);
|
|
Parms.bIncludeNegativeValues = bIncludeNegativeValues;
|
|
Parms.FinalCloudScales = std::move(FinalCloudScales);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.SetCloudMeshScale
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* CloudStaticMesh (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::SetCloudMeshScale(class UStaticMeshComponent* CloudStaticMesh, const struct FVector& Scale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "SetCloudMeshScale");
|
|
|
|
Params::ThreatCloud_SetCloudMeshScale Parms{};
|
|
|
|
Parms.CloudStaticMesh = CloudStaticMesh;
|
|
Parms.Scale = std::move(Scale);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.UpdateCloudBuildUp
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::UpdateCloudBuildUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "UpdateCloudBuildUp");
|
|
|
|
Params::ThreatCloud_UpdateCloudBuildUp Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetCloudBuildUpPercentage
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::GetCloudBuildUpPercentage() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetCloudBuildUpPercentage");
|
|
|
|
Params::ThreatCloud_GetCloudBuildUpPercentage Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetGoalActorLocations
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FVector>* OutGoalActorLocations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::GetGoalActorLocations(TArray<struct FVector>* OutGoalActorLocations) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetGoalActorLocations");
|
|
|
|
Params::ThreatCloud_GetGoalActorLocations Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutGoalActorLocations != nullptr)
|
|
*OutGoalActorLocations = std::move(Parms.OutGoalActorLocations);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetNeighborCloudIndices
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<int32>* NeighborCloudIndices (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::GetNeighborCloudIndices(TArray<int32>* NeighborCloudIndices) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetNeighborCloudIndices");
|
|
|
|
Params::ThreatCloud_GetNeighborCloudIndices Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (NeighborCloudIndices != nullptr)
|
|
*NeighborCloudIndices = std::move(Parms.NeighborCloudIndices);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetNeighborClouds
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class AThreatCloud*>* NeighborClouds (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AThreatCloud::GetNeighborClouds(TArray<class AThreatCloud*>* NeighborClouds) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetNeighborClouds");
|
|
|
|
Params::ThreatCloud_GetNeighborClouds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (NeighborClouds != nullptr)
|
|
*NeighborClouds = std::move(Parms.NeighborClouds);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetNumberOfImmediateNeighbors
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool bHorizontalAndVertical (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bDiagonal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AThreatCloud::GetNumberOfImmediateNeighbors(bool bHorizontalAndVertical, bool bDiagonal) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetNumberOfImmediateNeighbors");
|
|
|
|
Params::ThreatCloud_GetNumberOfImmediateNeighbors Parms{};
|
|
|
|
Parms.bHorizontalAndVertical = bHorizontalAndVertical;
|
|
Parms.bDiagonal = bDiagonal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetNumberOfSecondaryNeighbors
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AThreatCloud::GetNumberOfSecondaryNeighbors() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetNumberOfSecondaryNeighbors");
|
|
|
|
Params::ThreatCloud_GetNumberOfSecondaryNeighbors Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetRandomFloat1
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::GetRandomFloat1() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat1");
|
|
|
|
Params::ThreatCloud_GetRandomFloat1 Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetRandomFloat2
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::GetRandomFloat2() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat2");
|
|
|
|
Params::ThreatCloud_GetRandomFloat2 Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetRandomFloat3
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::GetRandomFloat3() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat3");
|
|
|
|
Params::ThreatCloud_GetRandomFloat3 Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetRandomFloat4
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AThreatCloud::GetRandomFloat4() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetRandomFloat4");
|
|
|
|
Params::ThreatCloud_GetRandomFloat4 Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ThreatCloud.GetThreatVolume
|
|
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FBox ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FBox AThreatCloud::GetThreatVolume() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ThreatCloud", "GetThreatVolume");
|
|
|
|
Params::ThreatCloud_GetThreatVolume Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.BroadcastExplosion
|
|
// (Net, Native, Event, NetMulticast, Protected)
|
|
// Parameters:
|
|
// const TArray<class AActor*>& HitActors (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FHitResult>& HitResults (ConstParm, Parm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::BroadcastExplosion(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "BroadcastExplosion");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_BroadcastExplosion Parms{};
|
|
|
|
Parms.HitActors = std::move(HitActors);
|
|
Parms.HitResults = std::move(HitResults);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.DoExplosion
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortGameplayEffectDeliveryActor::DoExplosion()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoExplosion");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.Kill
|
|
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void AFortGameplayEffectDeliveryActor::Kill()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "Kill");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.KillTimerExpired
|
|
// (Native, Protected)
|
|
|
|
void AFortGameplayEffectDeliveryActor::KillTimerExpired()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "KillTimerExpired");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentOverlap
|
|
// (Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::OnComponentOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentOverlap");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_OnComponentOverlap Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.OtherBodyIndex = OtherBodyIndex;
|
|
Parms.bFromSweep = bFromSweep;
|
|
Parms.SweepResult = std::move(SweepResult);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentTouch
|
|
// (Native, Protected, HasOutParams, HasDefaults)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::OnComponentTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentTouch");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_OnComponentTouch Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.NormalImpulse = std::move(NormalImpulse);
|
|
Parms.Hit = std::move(Hit);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnExploded
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<class AActor*>& HitActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FHitResult>& HitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::OnExploded(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnExploded");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_OnExploded Parms{};
|
|
|
|
Parms.HitActors = std::move(HitActors);
|
|
Parms.HitResults = std::move(HitResults);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnRep_IsBeingKilled
|
|
// (Native, Protected)
|
|
|
|
void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnRep_IsBeingKilled");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.OnTouched
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& HitResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::OnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FHitResult& HitResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnTouched");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_OnTouched Parms{};
|
|
|
|
Parms.OtherActor = OtherActor;
|
|
Parms.OtherComp = OtherComp;
|
|
Parms.HitResult = std::move(HitResult);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.SetCollisionComponent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UPrimitiveComponent* NewCollisionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::SetCollisionComponent(class UPrimitiveComponent* NewCollisionComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetCollisionComponent");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_SetCollisionComponent Parms{};
|
|
|
|
Parms.NewCollisionComponent = NewCollisionComponent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.SetIgnoreInstigatorCollision
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bShouldIgnore (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetIgnoreInstigatorCollision");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_SetIgnoreInstigatorCollision Parms{};
|
|
|
|
Parms.bShouldIgnore = bShouldIgnore;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.GetCollisionComponent
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UPrimitiveComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "GetCollisionComponent");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_GetCollisionComponent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayEffectDeliveryActor.IsBeingKilled
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "IsBeingKilled");
|
|
|
|
Params::FortGameplayEffectDeliveryActor_IsBeingKilled Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.HasStoppedMoving
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortProjectileBase::HasStoppedMoving()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "HasStoppedMoving");
|
|
|
|
Params::FortProjectileBase_HasStoppedMoving Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.OnBounce
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectileBase::OnBounce(const struct FHitResult& Hit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnBounce");
|
|
|
|
Params::FortProjectileBase_OnBounce Parms{};
|
|
|
|
Parms.Hit = std::move(Hit);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
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|
|
// Function FortniteGame.FortProjectileBase.OnBounceCallback
|
|
// (Native, Protected, HasOutParams, HasDefaults)
|
|
// Parameters:
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// const struct FVector& ImpactVelocity (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectileBase::OnBounceCallback(const struct FHitResult& Hit, const struct FVector& ImpactVelocity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnBounceCallback");
|
|
|
|
Params::FortProjectileBase_OnBounceCallback Parms{};
|
|
|
|
Parms.Hit = std::move(Hit);
|
|
Parms.ImpactVelocity = std::move(ImpactVelocity);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.OnRep_GravityScale
|
|
// (Final, Native, Public)
|
|
|
|
void AFortProjectileBase::OnRep_GravityScale()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnRep_GravityScale");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.OnRep_ReplicatedMaxSpeed
|
|
// (Final, Native, Public)
|
|
|
|
void AFortProjectileBase::OnRep_ReplicatedMaxSpeed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnRep_ReplicatedMaxSpeed");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.OnStop
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectileBase::OnStop(const struct FHitResult& Hit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnStop");
|
|
|
|
Params::FortProjectileBase_OnStop Parms{};
|
|
|
|
Parms.Hit = std::move(Hit);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.OnStopCallback
|
|
// (Native, Protected, HasOutParams)
|
|
// Parameters:
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectileBase::OnStopCallback(const struct FHitResult& Hit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "OnStopCallback");
|
|
|
|
Params::FortProjectileBase_OnStopCallback Parms{};
|
|
|
|
Parms.Hit = std::move(Hit);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.SetGravityScale
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float InitialGravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectileBase::SetGravityScale(float InitialGravityScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "SetGravityScale");
|
|
|
|
Params::FortProjectileBase_SetGravityScale Parms{};
|
|
|
|
Parms.InitialGravityScale = InitialGravityScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectileBase.GetGravityScale
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortProjectileBase::GetGravityScale() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectileBase", "GetGravityScale");
|
|
|
|
Params::FortProjectileBase_GetGravityScale Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortProjectile_MOBATurret.OnHomingTargetDied
|
|
// (Native, Protected, HasDefaults)
|
|
// Parameters:
|
|
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UPrimitiveComponent* FHitComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName BoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortProjectile_MOBATurret::OnHomingTargetDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortProjectile_MOBATurret", "OnHomingTargetDied");
|
|
|
|
Params::FortProjectile_MOBATurret_OnHomingTargetDied Parms{};
|
|
|
|
Parms.DamagedActor = DamagedActor;
|
|
Parms.Damage = Damage;
|
|
Parms.InstigatedBy = InstigatedBy;
|
|
Parms.DamageCauser = DamageCauser;
|
|
Parms.HitLocation = std::move(HitLocation);
|
|
Parms.FHitComponent = FHitComponent;
|
|
Parms.BoneName = BoneName;
|
|
Parms.Momentum = std::move(Momentum);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.ActivateThreatClouds
|
|
// (Final, Net, NetReliable, Native, Event, NetMulticast, Private)
|
|
// Parameters:
|
|
// const TArray<struct FThreatGridIndex>& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatVisualsManager::ActivateThreatClouds(const TArray<struct FThreatGridIndex>& GridIndices)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "ActivateThreatClouds");
|
|
|
|
Params::FortThreatVisualsManager_ActivateThreatClouds Parms{};
|
|
|
|
Parms.GridIndices = std::move(GridIndices);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.BeginThreatVisualsPrecursor
|
|
// (Net, NetReliable, Native, Event, NetMulticast, Public, HasDefaults)
|
|
// Parameters:
|
|
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& ThreatLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatVisualsManager::BeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& ThreatLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "BeginThreatVisualsPrecursor");
|
|
|
|
Params::FortThreatVisualsManager_BeginThreatVisualsPrecursor Parms{};
|
|
|
|
Parms.SourceActor = SourceActor;
|
|
Parms.ThreatLocation = std::move(ThreatLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.DeactivateThreatClouds
|
|
// (Final, Net, NetReliable, Native, Event, NetMulticast, Private)
|
|
// Parameters:
|
|
// EFortThreatDeactivationType DeactivationType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FThreatGridIndex>& GridIndices (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// float DeactivationDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatVisualsManager::DeactivateThreatClouds(EFortThreatDeactivationType DeactivationType, const TArray<struct FThreatGridIndex>& GridIndices, float DeactivationDuration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "DeactivateThreatClouds");
|
|
|
|
Params::FortThreatVisualsManager_DeactivateThreatClouds Parms{};
|
|
|
|
Parms.DeactivationType = DeactivationType;
|
|
Parms.GridIndices = std::move(GridIndices);
|
|
Parms.DeactivationDuration = DeactivationDuration;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.OnBeginThreatVisualsPrecursor
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& EndLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatVisualsManager::OnBeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& EndLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "OnBeginThreatVisualsPrecursor");
|
|
|
|
Params::FortThreatVisualsManager_OnBeginThreatVisualsPrecursor Parms{};
|
|
|
|
Parms.SourceActor = SourceActor;
|
|
Parms.EndLocation = std::move(EndLocation);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.OnRep_GoalActorLocations
|
|
// (Final, Native, Private)
|
|
|
|
void AFortThreatVisualsManager::OnRep_GoalActorLocations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_GoalActorLocations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.OnRep_ThreatLocations
|
|
// (Final, Native, Private)
|
|
|
|
void AFortThreatVisualsManager::OnRep_ThreatLocations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_ThreatLocations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.OnThreatCloudsChanged
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<struct FThreatLocationInfo>&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatVisualsManager::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "OnThreatCloudsChanged");
|
|
|
|
Params::FortThreatVisualsManager_OnThreatCloudsChanged Parms{};
|
|
|
|
Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.UpdateCloudBuildUp
|
|
// (Final, Native, Private)
|
|
|
|
void AFortThreatVisualsManager::UpdateCloudBuildUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "UpdateCloudBuildUp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.GetThreatCloud
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FThreatLocationInfo& ThreatLocInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class AThreatCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AThreatCloud* AFortThreatVisualsManager::GetThreatCloud(const struct FThreatLocationInfo& ThreatLocInfo) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatCloud");
|
|
|
|
Params::FortThreatVisualsManager_GetThreatCloud Parms{};
|
|
|
|
Parms.ThreatLocInfo = std::move(ThreatLocInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.GetThreatClouds
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const TArray<struct FThreatLocationInfo>ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
const TArray<struct FThreatLocationInfo> AFortThreatVisualsManager::GetThreatClouds() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatClouds");
|
|
|
|
Params::FortThreatVisualsManager_GetThreatClouds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatVisualsManager.StormsExist
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortThreatVisualsManager::StormsExist() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatVisualsManager", "StormsExist");
|
|
|
|
Params::FortThreatVisualsManager_StormsExist Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.Next
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortEncounterSequenceResult UFortAIEncounterSequence::Next()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "Next");
|
|
|
|
Params::FortAIEncounterSequence_Next Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.Previous
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortEncounterSequenceResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortEncounterSequenceResult UFortAIEncounterSequence::Previous()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "Previous");
|
|
|
|
Params::FortAIEncounterSequence_Previous Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.StartCurrentEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortEncounterSequenceResult* OutRequestResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class AActor*>& TargetActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UFortAIAssignmentSettings* AssignmentSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FEncounterEnvironmentQueryInfo&OverrideEnvironmentQueryInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class AActor* OptionalQueryActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& InjectedTags (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortEncounterSettings& EncounterSettings (Parm, NativeAccessSpecifierPublic)
|
|
// int32 ActivationDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult* OutRequestResult, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& OverrideEnvironmentQueryInfo, class AActor* OptionalQueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "StartCurrentEncounter");
|
|
|
|
Params::FortAIEncounterSequence_StartCurrentEncounter Parms{};
|
|
|
|
Parms.TargetActors = std::move(TargetActors);
|
|
Parms.AssignmentSettings = AssignmentSettings;
|
|
Parms.OverrideEnvironmentQueryInfo = std::move(OverrideEnvironmentQueryInfo);
|
|
Parms.OptionalQueryActor = OptionalQueryActor;
|
|
Parms.InjectedTags = std::move(InjectedTags);
|
|
Parms.EncounterSettings = std::move(EncounterSettings);
|
|
Parms.ActivationDelay = ActivationDelay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRequestResult != nullptr)
|
|
*OutRequestResult = Parms.OutRequestResult;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.StopCurrentEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortAIEncounterSequence::StopCurrentEncounter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "StopCurrentEncounter");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.EncounterBelongsToSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* InEncounter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterSequence::EncounterBelongsToSequence(class UFortAIEncounterInfo* InEncounter) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "EncounterBelongsToSequence");
|
|
|
|
Params::FortAIEncounterSequence_EncounterBelongsToSequence Parms{};
|
|
|
|
Parms.InEncounter = InEncounter;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.GetCurrentEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAIEncounterInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "GetCurrentEncounter");
|
|
|
|
Params::FortAIEncounterSequence_GetCurrentEncounter Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.GetEncounterIndexInSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "GetEncounterIndexInSequence");
|
|
|
|
Params::FortAIEncounterSequence_GetEncounterIndexInSequence Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.GetNumEncountersInSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "GetNumEncountersInSequence");
|
|
|
|
Params::FortAIEncounterSequence_GetNumEncountersInSequence Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.HasEncounter
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterSequence::HasEncounter() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "HasEncounter");
|
|
|
|
Params::FortAIEncounterSequence_HasEncounter Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIEncounterSequence.IsOnFinalIndexInSequence
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIEncounterSequence", "IsOnFinalIndexInSequence");
|
|
|
|
Params::FortAIEncounterSequence_IsOnFinalIndexInSequence Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEvent
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIFunctionLibrary::MakeNoiseEvent(class AActor* NoiseMaker, float MaxRange)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEvent");
|
|
|
|
Params::FortAIFunctionLibrary_MakeNoiseEvent Parms{};
|
|
|
|
Parms.NoiseMaker = NoiseMaker;
|
|
Parms.MaxRange = MaxRange;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEventAtLocation
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* NoiseMaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& NoiseLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAIFunctionLibrary::MakeNoiseEventAtLocation(class AActor* NoiseMaker, float MaxRange, const struct FVector& NoiseLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEventAtLocation");
|
|
|
|
Params::FortAIFunctionLibrary_MakeNoiseEventAtLocation Parms{};
|
|
|
|
Parms.NoiseMaker = NoiseMaker;
|
|
Parms.MaxRange = MaxRange;
|
|
Parms.NoiseLocation = std::move(NoiseLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAIRootAssignmentProviderInterface.GetRootAssignmentIdentifier
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FFortAIAssignmentIdentifierReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
const struct FFortAIAssignmentIdentifier IFortAIRootAssignmentProviderInterface::GetRootAssignmentIdentifier() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAIRootAssignmentProviderInterface", "GetRootAssignmentIdentifier");
|
|
|
|
Params::FortAIRootAssignmentProviderInterface_GetRootAssignmentIdentifier Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnGroup.GetEnemy
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 EnemyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortAIPawnVariant> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UFortAIPawnVariant> UFortAISpawnGroup::GetEnemy(int32 EnemyIndex) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnGroup", "GetEnemy");
|
|
|
|
Params::FortAISpawnGroup_GetEnemy Parms{};
|
|
|
|
Parms.EnemyIndex = EnemyIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnGroup.GetNumberOfEnemies
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortAISpawnGroup::GetNumberOfEnemies() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnGroup", "GetNumberOfEnemies");
|
|
|
|
Params::FortAISpawnGroup_GetNumberOfEnemies Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnGroup.IsLargeSpawnGroup
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAISpawnGroup::IsLargeSpawnGroup() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnGroup", "IsLargeSpawnGroup");
|
|
|
|
Params::FortAISpawnGroup_IsLargeSpawnGroup Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnGroup.IsPrototype
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAISpawnGroup::IsPrototype() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnGroup", "IsPrototype");
|
|
|
|
Params::FortAISpawnGroup_IsPrototype Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISpawnGroup.IsValidForEnemySpawners
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAISpawnGroup::IsValidForEnemySpawners() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAISpawnGroup", "IsValidForEnemySpawners");
|
|
|
|
Params::FortAISpawnGroup_IsValidForEnemySpawners Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISystem.IsInCone2D
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FVector& ConeOrigin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& ConeDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float HalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& LocationToCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAISystem::IsInCone2D(const struct FVector& ConeOrigin, const struct FVector& ConeDirection, float HalfAngle, const struct FVector& LocationToCheck)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAISystem", "IsInCone2D");
|
|
|
|
Params::FortAISystem_IsInCone2D Parms{};
|
|
|
|
Parms.ConeOrigin = std::move(ConeOrigin);
|
|
Parms.ConeDirection = std::move(ConeDirection);
|
|
Parms.HalfAngle = HalfAngle;
|
|
Parms.LocationToCheck = std::move(LocationToCheck);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAISystem.RequestNumberofBTDrivenAIPawns
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContext (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberOfPawns (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAISystem::RequestNumberofBTDrivenAIPawns(class UObject* WorldContext, int32 NumberOfPawns)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAISystem", "RequestNumberofBTDrivenAIPawns");
|
|
|
|
Params::FortAISystem_RequestNumberofBTDrivenAIPawns Parms{};
|
|
|
|
Parms.WorldContext = WorldContext;
|
|
Parms.NumberOfPawns = NumberOfPawns;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostAttackWaveCompleted
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const bool Succeeded (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const class FString& Direction (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostAttackWaveCompleted(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted, const bool Succeeded, const class FString& Direction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostAttackWaveCompleted");
|
|
|
|
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostAttackWaveCompleted Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.BuildingType = std::move(BuildingType);
|
|
Parms.NumMissionsCompleted = NumMissionsCompleted;
|
|
Parms.Succeeded = Succeeded;
|
|
Parms.Direction = std::move(Direction);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingActivated
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingActivated(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingActivated");
|
|
|
|
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingActivated Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.BuildingType = std::move(BuildingType);
|
|
Parms.NumMissionsCompleted = NumMissionsCompleted;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingDefended
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& BuildingType (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 NumMissionsCompleted (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingDefended(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingDefended");
|
|
|
|
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingDefended Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.BuildingType = std::move(BuildingType);
|
|
Parms.NumMissionsCompleted = NumMissionsCompleted;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostSupplyDropPickedUp
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAnalyticsEventAttribute>&Resourcees (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostSupplyDropPickedUp(const class UObject* SourceBp, const TArray<struct FFortAnalyticsEventAttribute>& Resourcees)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostSupplyDropPickedUp");
|
|
|
|
Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostSupplyDropPickedUp Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.Resourcees = std::move(Resourcees);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_CinematicSkipped
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOnboardingAnalytics::FireAnalyticsEvent_CinematicSkipped(const class UObject* SourceBp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_CinematicSkipped");
|
|
|
|
Params::FortOnboardingAnalytics_FireAnalyticsEvent_CinematicSkipped Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_VinderTipPlayed
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& VinderTipTag (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOnboardingAnalytics::FireAnalyticsEvent_VinderTipPlayed(const class UObject* SourceBp, const class FString& VinderTipTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_VinderTipPlayed");
|
|
|
|
Params::FortOnboardingAnalytics_FireAnalyticsEvent_VinderTipPlayed Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.VinderTipTag = std::move(VinderTipTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnalytics.ConstructAnalyticsAttribute
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& AttributeName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& StringValue (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGuid& FGuidValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const int32 IntValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const float FloatValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const bool BoolValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FFortAnalyticsEventAttribute ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortAnalyticsEventAttribute UFortAnalytics::ConstructAnalyticsAttribute(const class FString& AttributeName, const class FString& StringValue, const struct FGuid& FGuidValue, const int32 IntValue, const float FloatValue, const bool BoolValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAnalytics", "ConstructAnalyticsAttribute");
|
|
|
|
Params::FortAnalytics_ConstructAnalyticsAttribute Parms{};
|
|
|
|
Parms.AttributeName = std::move(AttributeName);
|
|
Parms.StringValue = std::move(StringValue);
|
|
Parms.FGuidValue = std::move(FGuidValue);
|
|
Parms.IntValue = IntValue;
|
|
Parms.FloatValue = FloatValue;
|
|
Parms.BoolValue = BoolValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnalytics.FireAnalyticsEvent_Blueprint
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnalytics::FireAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_Blueprint");
|
|
|
|
Params::FortAnalytics_FireAnalyticsEvent_Blueprint Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.EventName = std::move(EventName);
|
|
Parms.Attribute = std::move(Attribute);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnalytics.FireAnalyticsEvent_BlueprintArray
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAnalyticsEventAttribute>&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnalytics::FireAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAnalytics", "FireAnalyticsEvent_BlueprintArray");
|
|
|
|
Params::FortAnalytics_FireAnalyticsEvent_BlueprintArray Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.EventName = std::move(EventName);
|
|
Parms.Attributes = std::move(Attributes);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_Blueprint
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortAnalyticsEventAttribute&Attribute (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnalytics::FireMissionAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_Blueprint");
|
|
|
|
Params::FortAnalytics_FireMissionAnalyticsEvent_Blueprint Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.EventName = std::move(EventName);
|
|
Parms.Attribute = std::move(Attribute);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnalytics.FireMissionAnalyticsEvent_BlueprintArray
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const class UObject* SourceBp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& EventName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FFortAnalyticsEventAttribute>&Attributes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnalytics::FireMissionAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAnalytics", "FireMissionAnalyticsEvent_BlueprintArray");
|
|
|
|
Params::FortAnalytics_FireMissionAnalyticsEvent_BlueprintArray Parms{};
|
|
|
|
Parms.SourceBp = SourceBp;
|
|
Parms.EventName = std::move(EventName);
|
|
Parms.Attributes = std::move(Attributes);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnimInstance.AnimNotify_LeftFootStep
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnimInstance::AnimNotify_LeftFootStep(const class UAnimNotify* Notify)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAnimInstance", "AnimNotify_LeftFootStep");
|
|
|
|
Params::FortAnimInstance_AnimNotify_LeftFootStep Parms{};
|
|
|
|
Parms.Notify = Notify;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnimInstance.AnimNotify_RightFootStep
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortAnimInstance::AnimNotify_RightFootStep(const class UAnimNotify* Notify)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAnimInstance", "AnimNotify_RightFootStep");
|
|
|
|
Params::FortAnimInstance_AnimNotify_RightFootStep Parms{};
|
|
|
|
Parms.Notify = Notify;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnimInstance.TryGetFortAIPawn
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortAIPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAnimInstance", "TryGetFortAIPawn");
|
|
|
|
Params::FortAnimInstance_TryGetFortAIPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAnimInstance.TryGetFortPawn
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPawn* UFortAnimInstance::TryGetFortPawn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAnimInstance", "TryGetFortPawn");
|
|
|
|
Params::FortAnimInstance_TryGetFortPawn Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlayFireFX
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerAnimGraphInstance::AnimNotify_PlayFireFX(const class UAnimNotify* Notify)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlayFireFX");
|
|
|
|
Params::FortPlayerAnimGraphInstance_AnimNotify_PlayFireFX Parms{};
|
|
|
|
Parms.Notify = Notify;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_PlaySecondaryFireFX
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerAnimGraphInstance::AnimNotify_PlaySecondaryFireFX(const class UAnimNotify* Notify)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_PlaySecondaryFireFX");
|
|
|
|
Params::FortPlayerAnimGraphInstance_AnimNotify_PlaySecondaryFireFX Parms{};
|
|
|
|
Parms.Notify = Notify;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerAnimGraphInstance.AnimNotify_StopFireFX
|
|
// (Final, Native, Public)
|
|
// Parameters:
|
|
// const class UAnimNotify* Notify (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPlayerAnimGraphInstance::AnimNotify_StopFireFX(const class UAnimNotify* Notify)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerAnimGraphInstance", "AnimNotify_StopFireFX");
|
|
|
|
Params::FortPlayerAnimGraphInstance_AnimNotify_StopFireFX Parms{};
|
|
|
|
Parms.Notify = Notify;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEvent
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FDataTableRowHandle& ObjectiveStat_0 (Parm, NativeAccessSpecifierPublic)
|
|
// int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEvent(class UFortQuestManager* QuestManager_0, const struct FDataTableRowHandle& ObjectiveStat_0, int32 Count_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEvent");
|
|
|
|
Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEvent Parms{};
|
|
|
|
Parms.QuestManager_0 = QuestManager_0;
|
|
Parms.ObjectiveStat_0 = std::move(ObjectiveStat_0);
|
|
Parms.Count_0 = Count_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEventWithTags
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortQuestManager* QuestManager_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& TargetTags_0 (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& SourceTags_0 (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& ContextTags_0 (Parm, NativeAccessSpecifierPublic)
|
|
// int32 Count_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEventWithTags(class UFortQuestManager* QuestManager_0, const struct FGameplayTagContainer& TargetTags_0, const struct FGameplayTagContainer& SourceTags_0, const struct FGameplayTagContainer& ContextTags_0, int32 Count_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEventWithTags");
|
|
|
|
Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEventWithTags Parms{};
|
|
|
|
Parms.QuestManager_0 = QuestManager_0;
|
|
Parms.TargetTags_0 = std::move(TargetTags_0);
|
|
Parms.SourceTags_0 = std::move(SourceTags_0);
|
|
Parms.ContextTags_0 = std::move(ContextTags_0);
|
|
Parms.Count_0 = Count_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortBuildingTrapSet.OnRep_Durability
|
|
// (Final, Native, Public)
|
|
|
|
void UFortBuildingTrapSet::OnRep_Durability()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortBuildingTrapSet", "OnRep_Durability");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomebaseSet.OnRep_HomebaseAttr
|
|
// (Final, Native, Public)
|
|
|
|
void UFortHomebaseSet::OnRep_HomebaseAttr()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomebaseSet", "OnRep_HomebaseAttr");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMovementSet.OnRep_SpeedMultiplier
|
|
// (Final, Native, Public)
|
|
|
|
void UFortMovementSet::OnRep_SpeedMultiplier()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMovementSet", "OnRep_SpeedMultiplier");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortNotificationManager.OnRep_Notifications
|
|
// (Native, Protected)
|
|
|
|
void AFortNotificationManager::OnRep_Notifications()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortNotificationManager", "OnRep_Notifications");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservation
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPartyBeaconClient::ClientAllowedToProceedFromReservation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservation");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservationTimeout
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPartyBeaconClient::ClientAllowedToProceedFromReservationTimeout()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservationTimeout");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyBeaconClient.ClientReconnectResponse
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
// Parameters:
|
|
// EPartyReservationResult ReservationResponse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPartyBeaconClient::ClientReconnectResponse(EPartyReservationResult ReservationResponse)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyBeaconClient", "ClientReconnectResponse");
|
|
|
|
Params::FortPartyBeaconClient_ClientReconnectResponse Parms{};
|
|
|
|
Parms.ReservationResponse = ReservationResponse;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyBeaconClient.ServerEmptyServerReservationRequest
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FEmptyServerReservation& ReservationData (ConstParm, Parm, NativeAccessSpecifierPublic)
|
|
// const struct FPartyReservation& Reservation (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPartyBeaconClient::ServerEmptyServerReservationRequest(const class FString& InSessionId, const struct FEmptyServerReservation& ReservationData, const struct FPartyReservation& Reservation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyBeaconClient", "ServerEmptyServerReservationRequest");
|
|
|
|
Params::FortPartyBeaconClient_ServerEmptyServerReservationRequest Parms{};
|
|
|
|
Parms.InSessionId = std::move(InSessionId);
|
|
Parms.ReservationData = std::move(ReservationData);
|
|
Parms.Reservation = std::move(Reservation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPartyBeaconClient.ServerReconnectExistingReservation
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& InSessionId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FUniqueNetIdRepl& RequestingPlayer (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPartyBeaconClient::ServerReconnectExistingReservation(const class FString& InSessionId, const struct FUniqueNetIdRepl& RequestingPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPartyBeaconClient", "ServerReconnectExistingReservation");
|
|
|
|
Params::FortPartyBeaconClient_ServerReconnectExistingReservation Parms{};
|
|
|
|
Parms.InSessionId = std::move(InSessionId);
|
|
Parms.RequestingPlayer = std::move(RequestingPlayer);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConsumableItemDefinition.ConsumeItem
|
|
// (Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortConsumableItemDefinition::ConsumeItem(const struct FGameplayEventData& EventData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConsumableItemDefinition", "ConsumeItem");
|
|
|
|
Params::FortConsumableItemDefinition_ConsumeItem Parms{};
|
|
|
|
Parms.EventData = std::move(EventData);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConsumableItemDefinition.GetAnimPlayRate
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortConsumableItemDefinition::GetAnimPlayRate() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConsumableItemDefinition", "GetAnimPlayRate");
|
|
|
|
Params::FortConsumableItemDefinition_GetAnimPlayRate Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortConsumableItemDefinition.GetHealthRestored
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ItemLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortConsumableItemDefinition::GetHealthRestored(int32 ItemLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortConsumableItemDefinition", "GetHealthRestored");
|
|
|
|
Params::FortConsumableItemDefinition_GetHealthRestored Parms{};
|
|
|
|
Parms.ItemLevel = ItemLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterCamera.SetTileFocus
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortTheaterMapTile* TargetTile (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTheaterCamera::SetTileFocus(class AFortTheaterMapTile* TargetTile)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterCamera", "SetTileFocus");
|
|
|
|
Params::FortTheaterCamera_SetTileFocus Parms{};
|
|
|
|
Parms.TargetTile = TargetTile;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterCamera.LimitToTheater
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FVector& DesiredPosition (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector AFortTheaterCamera::LimitToTheater(const struct FVector& DesiredPosition) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterCamera", "LimitToTheater");
|
|
|
|
Params::FortTheaterCamera_LimitToTheater Parms{};
|
|
|
|
Parms.DesiredPosition = std::move(DesiredPosition);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.GetItemCollector
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class ABuildingItemCollectorActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "GetItemCollector");
|
|
|
|
Params::FortGameStatePvP_GetItemCollector Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.OnRep_ItemCollector
|
|
// (Final, Native, Public)
|
|
|
|
void AFortGameStatePvP::OnRep_ItemCollector()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "OnRep_ItemCollector");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.OnRep_MatchLevel
|
|
// (Final, Native, Private)
|
|
|
|
void AFortGameStatePvP::OnRep_MatchLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "OnRep_MatchLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.OnRep_RoundTimeRemaining
|
|
// (Native, Protected)
|
|
|
|
void AFortGameStatePvP::OnRep_RoundTimeRemaining()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "OnRep_RoundTimeRemaining");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.OnRep_StalemateTimeRemaining
|
|
// (Native, Protected)
|
|
|
|
void AFortGameStatePvP::OnRep_StalemateTimeRemaining()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "OnRep_StalemateTimeRemaining");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.SetGameDifficultyRow
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameStatePvP::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "SetGameDifficultyRow");
|
|
|
|
Params::FortGameStatePvP_SetGameDifficultyRow Parms{};
|
|
|
|
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.SetMatchLevel
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 InMatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "SetMatchLevel");
|
|
|
|
Params::FortGameStatePvP_SetMatchLevel Parms{};
|
|
|
|
Parms.InMatchLevel = InMatchLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.GetAverageHomebaseRating
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvP::GetAverageHomebaseRating() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "GetAverageHomebaseRating");
|
|
|
|
Params::FortGameStatePvP_GetAverageHomebaseRating Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.GetMatchLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvP::GetMatchLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "GetMatchLevel");
|
|
|
|
Params::FortGameStatePvP_GetMatchLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.GetRoundTimeAccumulated
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvP::GetRoundTimeAccumulated() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "GetRoundTimeAccumulated");
|
|
|
|
Params::FortGameStatePvP_GetRoundTimeAccumulated Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvP.GetTotalHomebaseRating
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvP::GetTotalHomebaseRating() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvP", "GetTotalHomebaseRating");
|
|
|
|
Params::FortGameStatePvP_GetTotalHomebaseRating Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortClientEventInterface.BlueprintCustomHandleClientEvent
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void IFortClientEventInterface::BlueprintCustomHandleClientEvent(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortClientEventInterface", "BlueprintCustomHandleClientEvent");
|
|
|
|
Params::FortClientEventInterface_BlueprintCustomHandleClientEvent Parms{};
|
|
|
|
Parms.EventSource = EventSource;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.ClientEvent = std::move(ClientEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBound
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortHomeTeleporterInterface::OnHomeTeleporterBound(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBound");
|
|
|
|
Params::FortHomeTeleporterInterface_OnHomeTeleporterBound Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
Parms.OldHomeActor = OldHomeActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBoundServer
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* OldHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortHomeTeleporterInterface::OnHomeTeleporterBoundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBoundServer");
|
|
|
|
Params::FortHomeTeleporterInterface_OnHomeTeleporterBoundServer Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
Parms.OldHomeActor = OldHomeActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnbound
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortHomeTeleporterInterface::OnHomeTeleporterUnbound(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnbound");
|
|
|
|
Params::FortHomeTeleporterInterface_OnHomeTeleporterUnbound Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
Parms.NewHomeActor = NewHomeActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnboundServer
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPlayerPawn* PlayerPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* NewHomeActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortHomeTeleporterInterface::OnHomeTeleporterUnboundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnboundServer");
|
|
|
|
Params::FortHomeTeleporterInterface_OnHomeTeleporterUnboundServer Parms{};
|
|
|
|
Parms.PlayerPawn = PlayerPawn;
|
|
Parms.NewHomeActor = NewHomeActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.HideTutorialScreen
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortTutorialNotification::HideTutorialScreen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "HideTutorialScreen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.OnNotificationContinue
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::OnNotificationContinue(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class FName EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "OnNotificationContinue");
|
|
|
|
Params::FortTutorialNotification_OnNotificationContinue Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.EventName = EventName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetButtonEnabled
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bButtonEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetButtonEnabled(bool bButtonEnabled, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetButtonEnabled");
|
|
|
|
Params::FortTutorialNotification_SetButtonEnabled Parms{};
|
|
|
|
Parms.bButtonEnabled = bButtonEnabled;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetHAlign
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// EHorizontalAlignment HAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetHAlign(EHorizontalAlignment HAlign, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetHAlign");
|
|
|
|
Params::FortTutorialNotification_SetHAlign Parms{};
|
|
|
|
Parms.HAlign = HAlign;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetLightboxDisableInputOnly
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bLightboxDisableInputOnly (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetLightboxDisableInputOnly(bool bLightboxDisableInputOnly, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetLightboxDisableInputOnly");
|
|
|
|
Params::FortTutorialNotification_SetLightboxDisableInputOnly Parms{};
|
|
|
|
Parms.bLightboxDisableInputOnly = bLightboxDisableInputOnly;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetLightboxEnabled
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bLightboxEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetLightboxEnabled(bool bLightboxEnabled, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetLightboxEnabled");
|
|
|
|
Params::FortTutorialNotification_SetLightboxEnabled Parms{};
|
|
|
|
Parms.bLightboxEnabled = bLightboxEnabled;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetNameText
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& NameText (Parm, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetNameText(const class FText& NameText, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetNameText");
|
|
|
|
Params::FortTutorialNotification_SetNameText Parms{};
|
|
|
|
Parms.NameText = std::move(NameText);
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetPadding
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FMargin& Padding (Parm, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetPadding(const struct FMargin& Padding, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetPadding");
|
|
|
|
Params::FortTutorialNotification_SetPadding Parms{};
|
|
|
|
Parms.Padding = std::move(Padding);
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetSystemText
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& SystemText (Parm, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetSystemText(const class FText& SystemText, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetSystemText");
|
|
|
|
Params::FortTutorialNotification_SetSystemText Parms{};
|
|
|
|
Parms.SystemText = std::move(SystemText);
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.SetVAlign
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// EVerticalAlignment VAlign (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::SetVAlign(EVerticalAlignment VAlign, bool bForce)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "SetVAlign");
|
|
|
|
Params::FortTutorialNotification_SetVAlign Parms{};
|
|
|
|
Parms.VAlign = VAlign;
|
|
Parms.bForce = bForce;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTutorialNotification.ShowTutorialScreen
|
|
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
|
|
// Parameters:
|
|
// class UTexture2D* TutorialImage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTutorialNotification::ShowTutorialScreen(class UTexture2D* TutorialImage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTutorialNotification", "ShowTutorialScreen");
|
|
|
|
Params::FortTutorialNotification_ShowTutorialScreen Parms{};
|
|
|
|
Parms.TutorialImage = TutorialImage;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCinematicNotification.OnPlayerSkippedCutscene
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortCinematicNotification::OnPlayerSkippedCutscene()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCinematicNotification", "OnPlayerSkippedCutscene");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.GetCombatFactorValue
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortCombatFactors CombatFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortCombatManager::GetCombatFactorValue(EFortCombatFactors CombatFactor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "GetCombatFactorValue");
|
|
|
|
Params::FortCombatManager_GetCombatFactorValue Parms{};
|
|
|
|
Parms.CombatFactor = CombatFactor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.GetCurrentMaxHeatPercent
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortCombatManager::GetCurrentMaxHeatPercent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "GetCurrentMaxHeatPercent");
|
|
|
|
Params::FortCombatManager_GetCurrentMaxHeatPercent Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.GetEventHeatPercent
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortCombatManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercent");
|
|
|
|
Params::FortCombatManager_GetEventHeatPercent Parms{};
|
|
|
|
Parms.CombatEvent = CombatEvent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.GetEventHeatPercentTotal
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortCombatManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercentTotal");
|
|
|
|
Params::FortCombatManager_GetEventHeatPercentTotal Parms{};
|
|
|
|
Parms.CombatEvent = CombatEvent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.OnRep_CombatEventHeat
|
|
// (Final, Native, Public)
|
|
|
|
void AFortCombatManager::OnRep_CombatEventHeat()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "OnRep_CombatEventHeat");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCombatManager.OnThresholdChange
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCombatManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCombatManager", "OnThresholdChange");
|
|
|
|
Params::FortCombatManager_OnThresholdChange Parms{};
|
|
|
|
Parms.OldThreshold = OldThreshold;
|
|
Parms.NewThreshold = NewThreshold;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAlterationItem.GetAlterationDefinitionBP
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortAlterationItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortAlterationItemDefinition* UFortAlterationItem::GetAlterationDefinitionBP() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAlterationItem", "GetAlterationDefinitionBP");
|
|
|
|
Params::FortAlterationItem_GetAlterationDefinitionBP Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.BreakExponentialHeightFogValues
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FExponentialHeightFogValues&HeightFogValues (Parm, NativeAccessSpecifierPublic)
|
|
// float* FogDensity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* FogHeightFalloff (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* FogMaxOpacity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* StartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* DirectionalInscatteringExponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* DirectionalInscatteringStartDistance (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FLinearColor* DirectionalInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FLinearColor* FogInscatteringColor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::BreakExponentialHeightFogValues(const struct FExponentialHeightFogValues& HeightFogValues, float* FogDensity, float* FogHeightFalloff, float* FogMaxOpacity, float* StartDistance, float* DirectionalInscatteringExponent, float* DirectionalInscatteringStartDistance, struct FLinearColor* DirectionalInscatteringColor, struct FLinearColor* FogInscatteringColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "BreakExponentialHeightFogValues");
|
|
|
|
Params::FortDayNightLightingAndFog_BreakExponentialHeightFogValues Parms{};
|
|
|
|
Parms.HeightFogValues = std::move(HeightFogValues);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (FogDensity != nullptr)
|
|
*FogDensity = Parms.FogDensity;
|
|
|
|
if (FogHeightFalloff != nullptr)
|
|
*FogHeightFalloff = Parms.FogHeightFalloff;
|
|
|
|
if (FogMaxOpacity != nullptr)
|
|
*FogMaxOpacity = Parms.FogMaxOpacity;
|
|
|
|
if (StartDistance != nullptr)
|
|
*StartDistance = Parms.StartDistance;
|
|
|
|
if (DirectionalInscatteringExponent != nullptr)
|
|
*DirectionalInscatteringExponent = Parms.DirectionalInscatteringExponent;
|
|
|
|
if (DirectionalInscatteringStartDistance != nullptr)
|
|
*DirectionalInscatteringStartDistance = Parms.DirectionalInscatteringStartDistance;
|
|
|
|
if (DirectionalInscatteringColor != nullptr)
|
|
*DirectionalInscatteringColor = std::move(Parms.DirectionalInscatteringColor);
|
|
|
|
if (FogInscatteringColor != nullptr)
|
|
*FogInscatteringColor = std::move(Parms.FogInscatteringColor);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.MakeExponentialHeightFogValues
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float FogDensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float FogHeightFalloff (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float FogMaxOpacity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float StartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float DirectionalInscatteringExponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float DirectionalInscatteringStartDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& DirectionalInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& FogInscatteringColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FExponentialHeightFogValues ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FExponentialHeightFogValues AFortDayNightLightingAndFog::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, const struct FLinearColor& DirectionalInscatteringColor, const struct FLinearColor& FogInscatteringColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortDayNightLightingAndFog", "MakeExponentialHeightFogValues");
|
|
|
|
Params::FortDayNightLightingAndFog_MakeExponentialHeightFogValues Parms{};
|
|
|
|
Parms.FogDensity = FogDensity;
|
|
Parms.FogHeightFalloff = FogHeightFalloff;
|
|
Parms.FogMaxOpacity = FogMaxOpacity;
|
|
Parms.StartDistance = StartDistance;
|
|
Parms.DirectionalInscatteringExponent = DirectionalInscatteringExponent;
|
|
Parms.DirectionalInscatteringStartDistance = DirectionalInscatteringStartDistance;
|
|
Parms.DirectionalInscatteringColor = std::move(DirectionalInscatteringColor);
|
|
Parms.FogInscatteringColor = std::move(FogInscatteringColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.FFToTimeOfDay
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// float FastForwardTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float FastForwardSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "FFToTimeOfDay");
|
|
|
|
Params::FortDayNightLightingAndFog_FFToTimeOfDay Parms{};
|
|
|
|
Parms.FastForwardTime = FastForwardTime;
|
|
Parms.FastForwardSpeed = FastForwardSpeed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.GetPreviousDayPhase
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortDayPhase AFortDayNightLightingAndFog::GetPreviousDayPhase()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetPreviousDayPhase");
|
|
|
|
Params::FortDayNightLightingAndFog_GetPreviousDayPhase Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnDayPhaseChange
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortDayNightLightingAndFog::OnDayPhaseChange()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnDayPhaseChange");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_HeightFogEnabled
|
|
// (Native, Public)
|
|
|
|
void AFortDayNightLightingAndFog::OnRep_HeightFogEnabled()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_HeightFogEnabled");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDay
|
|
// (Native, Public)
|
|
|
|
void AFortDayNightLightingAndFog::OnRep_TimeOfDay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDay");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnRep_TimeOfDayInit
|
|
// (Native, Public)
|
|
|
|
void AFortDayNightLightingAndFog::OnRep_TimeOfDayInit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnRep_TimeOfDayInit");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnStormEnd
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortDayNightLightingAndFog::OnStormEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnStormStart
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortDayNightLightingAndFog::OnStormStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnStormStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnUpdateDirectionalLightForTimeOfDay
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FLinearColor& AboutToApplyDirectionalLightColor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::OnUpdateDirectionalLightForTimeOfDay(const struct FLinearColor& AboutToApplyDirectionalLightColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateDirectionalLightForTimeOfDay");
|
|
|
|
Params::FortDayNightLightingAndFog_OnUpdateDirectionalLightForTimeOfDay Parms{};
|
|
|
|
Parms.AboutToApplyDirectionalLightColor = std::move(AboutToApplyDirectionalLightColor);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.OnUpdateHeightFogForTimeOfDay
|
|
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FExponentialHeightFogValues&AboutToApplyFogValues (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::OnUpdateHeightFogForTimeOfDay(const struct FExponentialHeightFogValues& AboutToApplyFogValues)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "OnUpdateHeightFogForTimeOfDay");
|
|
|
|
Params::FortDayNightLightingAndFog_OnUpdateHeightFogForTimeOfDay Parms{};
|
|
|
|
Parms.AboutToApplyFogValues = std::move(AboutToApplyFogValues);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetDayPhase
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& DayPhase (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetDayPhase(const class FString& DayPhase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDayPhase");
|
|
|
|
Params::FortDayNightLightingAndFog_SetDayPhase Parms{};
|
|
|
|
Parms.DayPhase = std::move(DayPhase);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetDirectionalLightColorMultiplier
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float NewDirectionalLightColorMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetDirectionalLightColorMultiplier");
|
|
|
|
Params::FortDayNightLightingAndFog_SetDirectionalLightColorMultiplier Parms{};
|
|
|
|
Parms.NewDirectionalLightColorMultiplier = NewDirectionalLightColorMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetFogDirectionalInscatteringMultiplier
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float NewFogDirectionalInscatteringMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetFogDirectionalInscatteringMultiplier");
|
|
|
|
Params::FortDayNightLightingAndFog_SetFogDirectionalInscatteringMultiplier Parms{};
|
|
|
|
Parms.NewFogDirectionalInscatteringMultiplier = NewFogDirectionalInscatteringMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetLightningColorAlpha
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float NewLightningColorAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetLightningColorAlpha(float NewLightningColorAlpha)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetLightningColorAlpha");
|
|
|
|
Params::FortDayNightLightingAndFog_SetLightningColorAlpha Parms{};
|
|
|
|
Parms.NewLightningColorAlpha = NewLightningColorAlpha;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetStormStrength
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float NewStormStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetStormStrength(float NewStormStrength)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetStormStrength");
|
|
|
|
Params::FortDayNightLightingAndFog_SetStormStrength Parms{};
|
|
|
|
Parms.NewStormStrength = NewStormStrength;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDay
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// const class FString& NewTimeOfDay (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDay(const class FString& NewTimeOfDay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDay");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDay Parms{};
|
|
|
|
Parms.NewTimeOfDay = std::move(NewTimeOfDay);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayAbsoluteSpeed
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// float NewTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayAbsoluteSpeed");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDayAbsoluteSpeed Parms{};
|
|
|
|
Parms.NewTimeOfDaySpeed = NewTimeOfDaySpeed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayFloat
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDayFloat(float TimeOfDayInHours)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayFloat");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDayFloat Parms{};
|
|
|
|
Parms.TimeOfDayInHours = TimeOfDayInHours;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDayInHours
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// float TimeOfDayInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDayInHours(float TimeOfDayInHours)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDayInHours");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDayInHours Parms{};
|
|
|
|
Parms.TimeOfDayInHours = TimeOfDayInHours;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeed
|
|
// (Final, Exec, Native, Private)
|
|
// Parameters:
|
|
// float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeed");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDaySpeed Parms{};
|
|
|
|
Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.SetTimeOfDaySpeedFloat
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float InTimeOfDaySpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDayNightLightingAndFog::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "SetTimeOfDaySpeedFloat");
|
|
|
|
Params::FortDayNightLightingAndFog_SetTimeOfDaySpeedFloat Parms{};
|
|
|
|
Parms.InTimeOfDaySpeed = InTimeOfDaySpeed;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.ToggleDebugForceStormEffects
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortDayNightLightingAndFog::ToggleDebugForceStormEffects()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleDebugForceStormEffects");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.ToggleSkipNight
|
|
// (Final, Exec, Native, Private)
|
|
|
|
void AFortDayNightLightingAndFog::ToggleSkipNight()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "ToggleSkipNight");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.GetDayPhaseStartAnnouncementString
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString AFortDayNightLightingAndFog::GetDayPhaseStartAnnouncementString() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetDayPhaseStartAnnouncementString");
|
|
|
|
Params::FortDayNightLightingAndFog_GetDayPhaseStartAnnouncementString Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.GetStormStrength
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortDayNightLightingAndFog::GetStormStrength() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetStormStrength");
|
|
|
|
Params::FortDayNightLightingAndFog_GetStormStrength Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDayNightLightingAndFog.GetThreatClouds
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FThreatLocationInfo> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FThreatLocationInfo> AFortDayNightLightingAndFog::GetThreatClouds() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDayNightLightingAndFog", "GetThreatClouds");
|
|
|
|
Params::FortDayNightLightingAndFog_GetThreatClouds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.CreatePreviewMID
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMaterialInterface* OverrideParentMaterial (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMaterialInstanceDynamic* AFortDecoPreview::CreatePreviewMID(class UMaterialInterface* OverrideParentMaterial)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "CreatePreviewMID");
|
|
|
|
Params::FortDecoPreview_CreatePreviewMID Parms{};
|
|
|
|
Parms.OverrideParentMaterial = OverrideParentMaterial;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.GetTextureParameterValueFromMeshComponent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMeshComponent* MeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ElementIdx (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UTexture* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UTexture* AFortDecoPreview::GetTextureParameterValueFromMeshComponent(class UMeshComponent* MeshComp, int32 ElementIdx, class FName ParamName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "GetTextureParameterValueFromMeshComponent");
|
|
|
|
Params::FortDecoPreview_GetTextureParameterValueFromMeshComponent Parms{};
|
|
|
|
Parms.MeshComp = MeshComp;
|
|
Parms.ElementIdx = ElementIdx;
|
|
Parms.ParamName = ParamName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.OnBounceMotionUpdate
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float VectorScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::OnBounceMotionUpdate(float VectorScale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "OnBounceMotionUpdate");
|
|
|
|
Params::FortDecoPreview_OnBounceMotionUpdate Parms{};
|
|
|
|
Parms.VectorScale = VectorScale;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.OnInitializeDecoPreview
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class ABuildingActor* NewBuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UFortDecoItemDefinition* NewDecoItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::OnInitializeDecoPreview(const class ABuildingActor* NewBuildingActor, const class UFortDecoItemDefinition* NewDecoItemDefinition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "OnInitializeDecoPreview");
|
|
|
|
Params::FortDecoPreview_OnInitializeDecoPreview Parms{};
|
|
|
|
Parms.NewBuildingActor = NewBuildingActor;
|
|
Parms.NewDecoItemDefinition = NewDecoItemDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.OnUpdateScale
|
|
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
|
|
// Parameters:
|
|
// float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& InWorldSpacePivot (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::OnUpdateScale(float Scale, const struct FVector& InWorldSpacePivot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "OnUpdateScale");
|
|
|
|
Params::FortDecoPreview_OnUpdateScale Parms{};
|
|
|
|
Parms.Scale = Scale;
|
|
Parms.InWorldSpacePivot = std::move(InWorldSpacePivot);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.OnUpdateVisuals
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bSafeToPlace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::OnUpdateVisuals(float DeltaSeconds, bool bSafeToPlace)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "OnUpdateVisuals");
|
|
|
|
Params::FortDecoPreview_OnUpdateVisuals Parms{};
|
|
|
|
Parms.DeltaSeconds = DeltaSeconds;
|
|
Parms.bSafeToPlace = bSafeToPlace;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.SetDiffuseTextureParameterOnMID
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMaterialInstanceDynamic* Mid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UTexture* Texture (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::SetDiffuseTextureParameterOnMID(class UMaterialInstanceDynamic* Mid, class UTexture* Texture)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "SetDiffuseTextureParameterOnMID");
|
|
|
|
Params::FortDecoPreview_SetDiffuseTextureParameterOnMID Parms{};
|
|
|
|
Parms.Mid = Mid;
|
|
Parms.Texture = Texture;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.SetScalarParameterValueOnAllPreviewMIDs
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ParamValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::SetScalarParameterValueOnAllPreviewMIDs(class FName ParamName, float ParamValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "SetScalarParameterValueOnAllPreviewMIDs");
|
|
|
|
Params::FortDecoPreview_SetScalarParameterValueOnAllPreviewMIDs Parms{};
|
|
|
|
Parms.ParamName = ParamName;
|
|
Parms.ParamValue = ParamValue;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortDecoPreview.SetVectorParameterValueOnAllPreviewMIDs
|
|
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName ParamName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& ParamValue (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortDecoPreview::SetVectorParameterValueOnAllPreviewMIDs(class FName ParamName, const struct FLinearColor& ParamValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortDecoPreview", "SetVectorParameterValueOnAllPreviewMIDs");
|
|
|
|
Params::FortDecoPreview_SetVectorParameterValueOnAllPreviewMIDs Parms{};
|
|
|
|
Parms.ParamName = ParamName;
|
|
Parms.ParamValue = std::move(ParamValue);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackPreview.InitializeTrackPreview
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UStaticMeshComponent* InTrackMeshComp1 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UStaticMeshComponent* InTrackMeshComp2 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTrackPreview::InitializeTrackPreview(class UStaticMeshComponent* InTrackMeshComp1, class UStaticMeshComponent* InTrackMeshComp2)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackPreview", "InitializeTrackPreview");
|
|
|
|
Params::FortTrackPreview_InitializeTrackPreview Parms{};
|
|
|
|
Parms.InTrackMeshComp1 = InTrackMeshComp1;
|
|
Parms.InTrackMeshComp2 = InTrackMeshComp2;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorClassPath
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconState::OnRep_MissionGeneratorClassPath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorClassPath");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorDetailsRequirement
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconState::OnRep_MissionGeneratorDetailsRequirement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorDetailsRequirement");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ClientSay
|
|
// (Net, Native, Event, Public, NetClient, NetValidate)
|
|
// Parameters:
|
|
// const class FString& PlayerName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ClientSay(const class FString& PlayerName, const class FString& Message)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ClientSay");
|
|
|
|
Params::FortLobbyBeaconClient_ClientSay Parms{};
|
|
|
|
Parms.PlayerName = std::move(PlayerName);
|
|
Parms.Message = std::move(Message);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerIncrementHomeBaseVersion
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerIncrementHomeBaseVersion(const struct FUniqueNetIdRepl& InUniqueId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerIncrementHomeBaseVersion");
|
|
|
|
Params::FortLobbyBeaconClient_ServerIncrementHomeBaseVersion Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSay
|
|
// (Net, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSay(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSay");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSay Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSayTeam
|
|
// (Net, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class FString& Msg (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSayTeam(const class FString& Msg)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSayTeam");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSayTeam Parms{};
|
|
|
|
Parms.Msg = std::move(Msg);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetCharacterGender
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// EFortCustomGender GenderType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetCharacterGender(const struct FUniqueNetIdRepl& InUniqueId, EFortCustomGender GenderType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCharacterGender");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetCharacterGender Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.GenderType = GenderType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetCurrentCharacterXp
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const int32 CurrentCharacterXp (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetCurrentCharacterXp(const struct FUniqueNetIdRepl& InUniqueId, const int32 CurrentCharacterXp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCurrentCharacterXp");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetCurrentCharacterXp Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.CurrentCharacterXp = CurrentCharacterXp;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetGadget
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// int32 INDEX (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& GadgetPersistentName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetGadget(const struct FUniqueNetIdRepl& InUniqueId, int32 INDEX, const class FString& GadgetPersistentName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetGadget");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetGadget Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.INDEX = INDEX;
|
|
Parms.GadgetPersistentName = std::move(GadgetPersistentName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroId
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class FString& InHeroId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetHeroId(const struct FUniqueNetIdRepl& InUniqueId, const class FString& InHeroId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroId");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetHeroId Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.InHeroId = std::move(InHeroId);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroType
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortHeroType* InHeroType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetHeroType(const struct FUniqueNetIdRepl& InUniqueId, const class UFortHeroType* InHeroType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroType");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetHeroType Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.InHeroType = InHeroType;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClient.ServerSetMatchmakingLevel
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FUniqueNetIdRepl& InUniqueId (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const int32 MatchmakingLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortLobbyBeaconClient::ServerSetMatchmakingLevel(const struct FUniqueNetIdRepl& InUniqueId, const int32 MatchmakingLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetMatchmakingLevel");
|
|
|
|
Params::FortLobbyBeaconClient_ServerSetMatchmakingLevel Parms{};
|
|
|
|
Parms.InUniqueId = std::move(InUniqueId);
|
|
Parms.MatchmakingLevel = MatchmakingLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharacterGender
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_CharacterGender()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharacterGender");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharXP
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_CharXP()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharXP");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_Gadgets
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_Gadgets()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_Gadgets");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroID
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_HeroID()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroID");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroType
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_HeroType()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroType");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HomeBaseVersion
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_HomeBaseVersion()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HomeBaseVersion");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_LobbyTimeRemaining
|
|
// (Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerState::OnRep_LobbyTimeRemaining()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_LobbyTimeRemaining");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconPlayerStatePvP.OnRep_bReadiedUp
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortLobbyBeaconPlayerStatePvP::OnRep_bReadiedUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconPlayerStatePvP", "OnRep_bReadiedUp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlacementActorTagTest.LineTraceByChannel
|
|
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPlacementActor* PlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// struct FHitResult* OutHit (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPlacementActorTagTest::LineTraceByChannel(class AFortPlacementActor* PlacementActor, const struct FVector& Start, const struct FVector& End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, struct FHitResult* OutHit, bool bIgnoreSelf) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlacementActorTagTest", "LineTraceByChannel");
|
|
|
|
Params::FortPlacementActorTagTest_LineTraceByChannel Parms{};
|
|
|
|
Parms.PlacementActor = PlacementActor;
|
|
Parms.Start = std::move(Start);
|
|
Parms.End = std::move(End);
|
|
Parms.TraceChannel = TraceChannel;
|
|
Parms.bTraceComplex = bTraceComplex;
|
|
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
|
|
Parms.bIgnoreSelf = bIgnoreSelf;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutHit != nullptr)
|
|
*OutHit = std::move(Parms.OutHit);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlacementActorTagTest.ShouldApplyTagsToPlacementActor
|
|
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// class AFortPlacementActor* FocusPlacementActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& AveragePlacementActorLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortPlacementActorTagTest::ShouldApplyTagsToPlacementActor(class AFortPlacementActor* FocusPlacementActor, const struct FVector& AveragePlacementActorLocation) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlacementActorTagTest", "ShouldApplyTagsToPlacementActor");
|
|
|
|
Params::FortPlacementActorTagTest_ShouldApplyTagsToPlacementActor Parms{};
|
|
|
|
Parms.FocusPlacementActor = FocusPlacementActor;
|
|
Parms.AveragePlacementActorLocation = std::move(AveragePlacementActorLocation);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameSession.DumpReservations
|
|
// (Exec, Native, Public, Const)
|
|
|
|
void AFortGameSession::DumpReservations() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameSession", "DumpReservations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameModeFrontEnd.ShowPersonalizationScreen
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* PC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortGameModeFrontEnd::ShowPersonalizationScreen(class AFortPlayerController* PC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameModeFrontEnd", "ShowPersonalizationScreen");
|
|
|
|
Params::FortGameModeFrontEnd_ShowPersonalizationScreen Parms{};
|
|
|
|
Parms.PC = PC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AIPortal.ModifyCollisions
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortGameplayAbility_AIPortal::ModifyCollisions()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "ModifyCollisions");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalBuilding
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingSMActor* UFortGameplayAbility_AIPortal::GetPortalBuilding() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalBuilding");
|
|
|
|
Params::FortGameplayAbility_AIPortal_GetPortalBuilding Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalInPoint
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortGameplayAbility_AIPortal::GetPortalInPoint() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalInPoint");
|
|
|
|
Params::FortGameplayAbility_AIPortal_GetPortalInPoint Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalOutPoint
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortGameplayAbility_AIPortal::GetPortalOutPoint() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalOutPoint");
|
|
|
|
Params::FortGameplayAbility_AIPortal_GetPortalOutPoint Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AIPortal.HasPortalOutPoint
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbility_AIPortal::HasPortalOutPoint() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AIPortal", "HasPortalOutPoint");
|
|
|
|
Params::FortGameplayAbility_AIPortal_HasPortalOutPoint Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbility_AITurnTransition.GetTurnTransitionMontageSectionNameAndYawRotationRate
|
|
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FName* MontageSectionName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* TurnYawRotationRate (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortGameplayAbility_AITurnTransition::GetTurnTransitionMontageSectionNameAndYawRotationRate(class FName* MontageSectionName, float* TurnYawRotationRate) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbility_AITurnTransition", "GetTurnTransitionMontageSectionNameAndYawRotationRate");
|
|
|
|
Params::FortGameplayAbility_AITurnTransition_GetTurnTransitionMontageSectionNameAndYawRotationRate Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (MontageSectionName != nullptr)
|
|
*MontageSectionName = Parms.MontageSectionName;
|
|
|
|
if (TurnYawRotationRate != nullptr)
|
|
*TurnYawRotationRate = Parms.TurnYawRotationRate;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStateKeep.OnRep_PermaniteBoundariesInfo
|
|
// (Final, Native, Public)
|
|
|
|
void AFortGameStateKeep::OnRep_PermaniteBoundariesInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStateKeep", "OnRep_PermaniteBoundariesInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetExperienceRequiredForTeamLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 TeamLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvPBaseDestruction::GetExperienceRequiredForTeamLevel(int32 TeamLevel) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetExperienceRequiredForTeamLevel");
|
|
|
|
Params::FortGameStatePvPBaseDestruction_GetExperienceRequiredForTeamLevel Parms{};
|
|
|
|
Parms.TeamLevel = TeamLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamExperience
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvPBaseDestruction::GetMaxTeamExperience() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamExperience");
|
|
|
|
Params::FortGameStatePvPBaseDestruction_GetMaxTeamExperience Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvPBaseDestruction::GetMaxTeamLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamLevel");
|
|
|
|
Params::FortGameStatePvPBaseDestruction_GetMaxTeamLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameStatePvPBaseDestruction.GetTeamLevelForExperienceAmount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 Experience (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortGameStatePvPBaseDestruction::GetTeamLevelForExperienceAmount(int32 Experience) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetTeamLevelForExperienceAmount");
|
|
|
|
Params::FortGameStatePvPBaseDestruction_GetTeamLevelForExperienceAmount Parms{};
|
|
|
|
Parms.Experience = Experience;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostItemDefinition.GetLongDescription
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortOutpostItemDefinition::GetLongDescription() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortOutpostItemDefinition", "GetLongDescription");
|
|
|
|
Params::FortOutpostItemDefinition_GetLongDescription Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentDamageToActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* DamageTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float EnvironmentDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UGameplayEffect> EnvironmentDamageGE (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(class AActor* DamageTargetActor, float EnvironmentDamage, const struct FGameplayTagContainer& AdditionalContextTags, TSubclassOf<class UGameplayEffect> EnvironmentDamageGE)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentDamageToActor");
|
|
|
|
Params::FortKismetLibrary_ApplyGlobalEnvironmentDamageToActor Parms{};
|
|
|
|
Parms.DamageTargetActor = DamageTargetActor;
|
|
Parms.EnvironmentDamage = EnvironmentDamage;
|
|
Parms.AdditionalContextTags = std::move(AdditionalContextTags);
|
|
Parms.EnvironmentDamageGE = EnvironmentDamageGE;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentGameplayEffectToActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* EffectTargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UGameplayEffect> GameplayEffect (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTagContainer& AdditionalContextTags (Parm, NativeAccessSpecifierPublic)
|
|
// struct FActiveGameplayEffectHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(class AActor* EffectTargetActor, TSubclassOf<class UGameplayEffect> GameplayEffect, int32 GameplayEffectLevel, const struct FGameplayTagContainer& AdditionalContextTags)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentGameplayEffectToActor");
|
|
|
|
Params::FortKismetLibrary_ApplyGlobalEnvironmentGameplayEffectToActor Parms{};
|
|
|
|
Parms.EffectTargetActor = EffectTargetActor;
|
|
Parms.GameplayEffect = GameplayEffect;
|
|
Parms.GameplayEffectLevel = GameplayEffectLevel;
|
|
Parms.AdditionalContextTags = std::move(AdditionalContextTags);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.BroadcastMessage
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::BroadcastMessage(class UObject* WorldContextObject, const class FString& Message, class FName Type, class AActor* Source)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastMessage");
|
|
|
|
Params::FortKismetLibrary_BroadcastMessage Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Message = std::move(Message);
|
|
Parms.Type = Type;
|
|
Parms.Source = Source;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.BroadcastSound
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::BroadcastSound(class UObject* WorldContextObject, class USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSound");
|
|
|
|
Params::FortKismetLibrary_BroadcastSound Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.InSound = InSound;
|
|
Parms.VolumeMultiplier = VolumeMultiplier;
|
|
Parms.PitchMultiplier = PitchMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.BroadcastSoundAtLocation
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USoundBase* InSound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float VolumeMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float PitchMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::BroadcastSoundAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSoundAtLocation");
|
|
|
|
Params::FortKismetLibrary_BroadcastSoundAtLocation Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.InSound = InSound;
|
|
Parms.Location = std::move(Location);
|
|
Parms.VolumeMultiplier = VolumeMultiplier;
|
|
Parms.PitchMultiplier = PitchMultiplier;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ClearTutorialHighlights
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UFortKismetLibrary::ClearTutorialHighlights()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ClearTutorialHighlights");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ClientRequestSetTimeOfDay
|
|
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::ClientRequestSetTimeOfDay(class AFortPlayerController* FortPC, float TimeOfDay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ClientRequestSetTimeOfDay");
|
|
|
|
Params::FortKismetLibrary_ClientRequestSetTimeOfDay Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.TimeOfDay = TimeOfDay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ConvertToGameTime
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InRealTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::ConvertToGameTime(class UObject* WorldContextObject, float InRealTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToGameTime");
|
|
|
|
Params::FortKismetLibrary_ConvertToGameTime Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.InRealTime = InRealTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ConvertToRealTime
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InGameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::ConvertToRealTime(class UObject* WorldContextObject, float InGameTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToRealTime");
|
|
|
|
Params::FortKismetLibrary_ConvertToRealTime Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.InGameTime = InGameTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.CreateNewSplineObject
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* Outer_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortSpline* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortSpline* UFortKismetLibrary::CreateNewSplineObject(class UObject* Outer_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "CreateNewSplineObject");
|
|
|
|
Params::FortKismetLibrary_CreateNewSplineObject Parms{};
|
|
|
|
Parms.Outer_0 = Outer_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.DisableTutorialHighlight
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::DisableTutorialHighlight(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "DisableTutorialHighlight");
|
|
|
|
Params::FortKismetLibrary_DisableTutorialHighlight Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.EnableTutorialHighlight
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::EnableTutorialHighlight(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "EnableTutorialHighlight");
|
|
|
|
Params::FortKismetLibrary_EnableTutorialHighlight Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.EquipFortAbilitySet
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TScriptInterface<class IAbilitySystemInterface>AbilitySystemInterfaceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
|
|
// class UFortAbilitySet* AbilitySet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* OverrideSourceObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortAbilitySetHandle ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface<class IAbilitySystemInterface> AbilitySystemInterfaceActor, class UFortAbilitySet* AbilitySet, class UObject* OverrideSourceObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "EquipFortAbilitySet");
|
|
|
|
Params::FortKismetLibrary_EquipFortAbilitySet Parms{};
|
|
|
|
Parms.AbilitySystemInterfaceActor = AbilitySystemInterfaceActor;
|
|
Parms.AbilitySet = AbilitySet;
|
|
Parms.OverrideSourceObject = OverrideSourceObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.EvaluateCurveTableRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FCurveTableRowHandle& CurveTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// float InXY (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* OutXY (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& ContextString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::EvaluateCurveTableRow(const struct FCurveTableRowHandle& CurveTableRowHandle, float InXY, float* OutXY, const class FString& ContextString)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "EvaluateCurveTableRow");
|
|
|
|
Params::FortKismetLibrary_EvaluateCurveTableRow Parms{};
|
|
|
|
Parms.CurveTableRowHandle = std::move(CurveTableRowHandle);
|
|
Parms.InXY = InXY;
|
|
Parms.ContextString = std::move(ContextString);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutXY != nullptr)
|
|
*OutXY = Parms.OutXY;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ExecuteClientEvent
|
|
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortClientEventName& EventType (Parm, NativeAccessSpecifierPublic)
|
|
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::ExecuteClientEvent(class UObject* WorldContextObject, const struct FFortClientEventName& EventType, class UObject* EventSource, class UObject* EventFocus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ExecuteClientEvent");
|
|
|
|
Params::FortKismetLibrary_ExecuteClientEvent Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventType = std::move(EventType);
|
|
Parms.EventSource = EventSource;
|
|
Parms.EventFocus = EventFocus;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetActorTeam
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortTeam UFortKismetLibrary::GetActorTeam(const class AActor* Actor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeam");
|
|
|
|
Params::FortKismetLibrary_GetActorTeam Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetActorTeamInfo
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(class AActor* Actor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeamInfo");
|
|
|
|
Params::FortKismetLibrary_GetActorTeamInfo Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetAIDirector
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIDirector* UFortKismetLibrary::GetAIDirector(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIDirector");
|
|
|
|
Params::FortKismetLibrary_GetAIDirector Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetAIGoalManager
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortAIGoalManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIGoalManager");
|
|
|
|
Params::FortKismetLibrary_GetAIGoalManager Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerControllers
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AFortPlayerController*> UFortKismetLibrary::GetAllFortPlayerControllers(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerControllers");
|
|
|
|
Params::FortKismetLibrary_GetAllFortPlayerControllers Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerPawns
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AFortPlayerPawn*>* OutFortPlayerPawns (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::GetAllFortPlayerPawns(class UObject* WorldContextObject, TArray<class AFortPlayerPawn*>* OutFortPlayerPawns)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerPawns");
|
|
|
|
Params::FortKismetLibrary_GetAllFortPlayerPawns Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutFortPlayerPawns != nullptr)
|
|
*OutFortPlayerPawns = std::move(Parms.OutFortPlayerPawns);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetBuildingHealthPercentage
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class ABuildingActor* BuildingActor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetBuildingHealthPercentage(const class ABuildingActor* BuildingActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingHealthPercentage");
|
|
|
|
Params::FortKismetLibrary_GetBuildingHealthPercentage Parms{};
|
|
|
|
Parms.BuildingActor = BuildingActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetBuildingStructuralSupportSystem
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UBuildingStructuralSupportSystem**BuildingStructuralSupportSystem (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::GetBuildingStructuralSupportSystem(class UObject* WorldContextObject, class UBuildingStructuralSupportSystem** BuildingStructuralSupportSystem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingStructuralSupportSystem");
|
|
|
|
Params::FortKismetLibrary_GetBuildingStructuralSupportSystem Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (BuildingStructuralSupportSystem != nullptr)
|
|
*BuildingStructuralSupportSystem = Parms.BuildingStructuralSupportSystem;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetCalculatedGameDifficulty
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetCalculatedGameDifficulty(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCalculatedGameDifficulty");
|
|
|
|
Params::FortKismetLibrary_GetCalculatedGameDifficulty Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetClosestBuildingActorFromArray
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class ABuildingSMActor*>& ArrayOfBuildings (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class ABuildingSMActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const class AActor* Actor, const TArray<class ABuildingSMActor*>& ArrayOfBuildings)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestBuildingActorFromArray");
|
|
|
|
Params::FortKismetLibrary_GetClosestBuildingActorFromArray Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
Parms.ArrayOfBuildings = std::move(ArrayOfBuildings);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetClosestFortPlayerPawn
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerPawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(class UObject* WorldContextObject, const struct FVector& Position)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestFortPlayerPawn");
|
|
|
|
Params::FortKismetLibrary_GetClosestFortPlayerPawn Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Position = std::move(Position);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetCurrentDayPhase
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCurrentDayPhase");
|
|
|
|
Params::FortKismetLibrary_GetCurrentDayPhase Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightColor
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightColor");
|
|
|
|
Params::FortKismetLibrary_GetDayNightDirectionalLightColor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightVector
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightVector");
|
|
|
|
Params::FortKismetLibrary_GetDayNightDirectionalLightVector Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetDefaultAbsoluteTimeOfDaySpeed
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDefaultAbsoluteTimeOfDaySpeed");
|
|
|
|
Params::FortKismetLibrary_GetDefaultAbsoluteTimeOfDaySpeed Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetDirectionActorToActor
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AActor* SourceActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FRotator UFortKismetLibrary::GetDirectionActorToActor(class AActor* SourceActor, class AActor* TargetActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDirectionActorToActor");
|
|
|
|
Params::FortKismetLibrary_GetDirectionActorToActor Parms{};
|
|
|
|
Parms.SourceActor = SourceActor;
|
|
Parms.TargetActor = TargetActor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetFloatHoursUntilDayPhase
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetFloatHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFloatHoursUntilDayPhase");
|
|
|
|
Params::FortKismetLibrary_GetFloatHoursUntilDayPhase Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.DayPhase = DayPhase;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetFortPhysicalSurface
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// EPhysicalSurface ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EPhysicalSurface UFortKismetLibrary::GetFortPhysicalSurface(const struct FHitResult& Hit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPhysicalSurface");
|
|
|
|
Params::FortKismetLibrary_GetFortPhysicalSurface Parms{};
|
|
|
|
Parms.Hit = std::move(Hit);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetFortPlayerPawns
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AFortPlayerPawn*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AFortPlayerPawn*> UFortKismetLibrary::GetFortPlayerPawns(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPlayerPawns");
|
|
|
|
Params::FortKismetLibrary_GetFortPlayerPawns Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetGameDifficulty
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetGameDifficulty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGameDifficulty");
|
|
|
|
Params::FortKismetLibrary_GetGameDifficulty Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetHostilityPercentage
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetHostilityPercentage(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHostilityPercentage");
|
|
|
|
Params::FortKismetLibrary_GetHostilityPercentage Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetHoursUntilDayPhase
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortKismetLibrary::GetHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHoursUntilDayPhase");
|
|
|
|
Params::FortKismetLibrary_GetHoursUntilDayPhase Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.DayPhase = DayPhase;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetHumanReadableName
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UFortKismetLibrary::GetHumanReadableName(class AActor* Actor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHumanReadableName");
|
|
|
|
Params::FortKismetLibrary_GetHumanReadableName Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetImpulseData
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
// struct FVector* ImpulseDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float* KnockbackMagnitude (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* KnockbackZAngle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::GetImpulseData(const struct FGameplayEffectContextHandle& EffectContext, struct FVector* ImpulseDirection, float* KnockbackMagnitude, float* KnockbackZAngle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetImpulseData");
|
|
|
|
Params::FortKismetLibrary_GetImpulseData Parms{};
|
|
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ImpulseDirection != nullptr)
|
|
*ImpulseDirection = std::move(Parms.ImpulseDirection);
|
|
|
|
if (KnockbackMagnitude != nullptr)
|
|
*KnockbackMagnitude = Parms.KnockbackMagnitude;
|
|
|
|
if (KnockbackZAngle != nullptr)
|
|
*KnockbackZAngle = Parms.KnockbackZAngle;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetLocalFortPlayerControllers
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class AFortPlayerController*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class AFortPlayerController*> UFortKismetLibrary::GetLocalFortPlayerControllers(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalFortPlayerControllers");
|
|
|
|
Params::FortKismetLibrary_GetLocalFortPlayerControllers Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetMeleeWeaponStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortMeleeWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetMeleeWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortMeleeWeaponStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMeleeWeaponStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetMeleeWeaponStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetMIDForSkeletalMeshComponent
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* SkeletalMeshComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ElementIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(class USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMIDForSkeletalMeshComponent");
|
|
|
|
Params::FortKismetLibrary_GetMIDForSkeletalMeshComponent Parms{};
|
|
|
|
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
|
|
Parms.ElementIndex = ElementIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetNumericCVar
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class FString& CVar (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* OutValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetNumericCVar(const class FString& CVar, float* OutValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetNumericCVar");
|
|
|
|
Params::FortKismetLibrary_GetNumericCVar Parms{};
|
|
|
|
Parms.CVar = std::move(CVar);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutValue != nullptr)
|
|
*OutValue = Parms.OutValue;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetPawnStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortPawnStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetPawnStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortPawnStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPawnStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetPawnStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetPreviousDayPhase
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPreviousDayPhase");
|
|
|
|
Params::FortKismetLibrary_GetPreviousDayPhase Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetPrimaryInstance
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const struct FGameplayAbilitySpec& Spec)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPrimaryInstance");
|
|
|
|
Params::FortKismetLibrary_GetPrimaryInstance Parms{};
|
|
|
|
Parms.Spec = std::move(Spec);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetRangedWeaponStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortRangedWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetRangedWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortRangedWeaponStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRangedWeaponStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetRangedWeaponStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTeamAffiliation
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliation(const class AActor* ActorA, const class AActor* ActorB)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliation");
|
|
|
|
Params::FortKismetLibrary_GetTeamAffiliation Parms{};
|
|
|
|
Parms.ActorA = ActorA;
|
|
Parms.ActorB = ActorB;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTeamAffiliationBetweenTeams
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortTeam TeamA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam TeamB (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeamAffiliation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliationBetweenTeams(EFortTeam TeamA, EFortTeam TeamB)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliationBetweenTeams");
|
|
|
|
Params::FortKismetLibrary_GetTeamAffiliationBetweenTeams Parms{};
|
|
|
|
Parms.TeamA = TeamA;
|
|
Parms.TeamB = TeamB;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTeamInfo
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortTeamInfo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(class UObject* WorldContextObject, EFortTeam Team)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamInfo");
|
|
|
|
Params::FortKismetLibrary_GetTeamInfo Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Team = Team;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetThreatVisualsManager
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortThreatVisualsManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetThreatVisualsManager");
|
|
|
|
Params::FortKismetLibrary_GetThreatVisualsManager Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTimeDayPhaseBegins
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase DayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetTimeDayPhaseBegins(class UObject* WorldContextObject, EFortDayPhase DayPhase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeDayPhaseBegins");
|
|
|
|
Params::FortKismetLibrary_GetTimeDayPhaseBegins Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.DayPhase = DayPhase;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTimeOfDay
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetTimeOfDay(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDay");
|
|
|
|
Params::FortKismetLibrary_GetTimeOfDay Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTimeOfDayAccumulator
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetTimeOfDayAccumulator(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDayAccumulator");
|
|
|
|
Params::FortKismetLibrary_GetTimeOfDayAccumulator Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTimeOfDaySpeed
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetTimeOfDaySpeed(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDaySpeed");
|
|
|
|
Params::FortKismetLibrary_GetTimeOfDaySpeed Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTimeUntilInRealTimeSeconds
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GameTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(class UObject* WorldContextObject, float GameTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeUntilInRealTimeSeconds");
|
|
|
|
Params::FortKismetLibrary_GetTimeUntilInRealTimeSeconds Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GameTime = GameTime;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipDescription
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipDescription(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescription");
|
|
|
|
Params::FortKismetLibrary_GetTooltipDescription Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Description != nullptr)
|
|
*Description = std::move(Parms.Description);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArray
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FGameplayTag>& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class FText>* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipDescriptionArray(const class UObject* ObjectToDescribe, const TArray<struct FGameplayTag>& Tags, const class UFortTooltipContext* Context, TArray<class FText>* Descriptions)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArray");
|
|
|
|
Params::FortKismetLibrary_GetTooltipDescriptionArray Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tags = std::move(Tags);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Descriptions != nullptr)
|
|
*Descriptions = std::move(Parms.Descriptions);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionArrayFromTooltipClass
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<struct FGameplayTag>& Tags (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class FText>* Descriptions (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipDescriptionArrayFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const TArray<struct FGameplayTag>& Tags, const class UFortTooltipContext* Context, TArray<class FText>* Descriptions)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionArrayFromTooltipClass");
|
|
|
|
Params::FortKismetLibrary_GetTooltipDescriptionArrayFromTooltipClass Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.TooltipClass = TooltipClass;
|
|
Parms.Tags = std::move(Tags);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Descriptions != nullptr)
|
|
*Descriptions = std::move(Parms.Descriptions);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionFromTooltipClass
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* Description (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* Description)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionFromTooltipClass");
|
|
|
|
Params::FortKismetLibrary_GetTooltipDescriptionFromTooltipClass Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.TooltipClass = TooltipClass;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Description != nullptr)
|
|
*Description = std::move(Parms.Description);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValue
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValue");
|
|
|
|
Params::FortKismetLibrary_GetTooltipNumericValue Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Value != nullptr)
|
|
*Value = Parms.Value;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValueFromTooltipClass
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (Parm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName Token (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FName Token, float* Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValueFromTooltipClass");
|
|
|
|
Params::FortKismetLibrary_GetTooltipNumericValueFromTooltipClass Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.TooltipClass = TooltipClass;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Value != nullptr)
|
|
*Value = Parms.Value;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromToken
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipTextFromToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromToken");
|
|
|
|
Params::FortKismetLibrary_GetTooltipTextFromToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromTokenFromTooltipClass
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UFortTooltip> TooltipClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromTokenFromTooltipClass");
|
|
|
|
Params::FortKismetLibrary_GetTooltipTextFromTokenFromTooltipClass Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.TooltipClass = TooltipClass;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetTrapStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortTrapStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetTrapStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortTrapStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTrapStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetTrapStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetWeaponDurabilityByRarityStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortWeaponDurabilityByRarityStats*OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortWeaponDurabilityByRarityStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponDurabilityByRarityStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetWeaponDurabilityByRarityStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.GetWeaponStatsRow
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FDataTableRowHandle& DataTableRowHandle (Parm, NativeAccessSpecifierPublic)
|
|
// struct FFortBaseWeaponStats* OutRow (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::GetWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortBaseWeaponStats* OutRow)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponStatsRow");
|
|
|
|
Params::FortKismetLibrary_GetWeaponStatsRow Parms{};
|
|
|
|
Parms.DataTableRowHandle = std::move(DataTableRowHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutRow != nullptr)
|
|
*OutRow = std::move(Parms.OutRow);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.HideTutorialWidget
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::HideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "HideTutorialWidget");
|
|
|
|
Params::FortKismetLibrary_HideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.IsCriticalHit
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::IsCriticalHit(const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsCriticalHit");
|
|
|
|
Params::FortKismetLibrary_IsCriticalHit Parms{};
|
|
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.IsFatalHit
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::IsFatalHit(const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFatalHit");
|
|
|
|
Params::FortKismetLibrary_IsFatalHit Parms{};
|
|
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.IsFullBodyHit
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayEffectContextHandle&EffectContext (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::IsFullBodyHit(const struct FGameplayEffectContextHandle& EffectContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFullBodyHit");
|
|
|
|
Params::FortKismetLibrary_IsFullBodyHit Parms{};
|
|
|
|
Parms.EffectContext = std::move(EffectContext);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.IsValid
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FAttributeInfo& AttributeInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::IsValid(const struct FAttributeInfo& AttributeInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "IsValid");
|
|
|
|
Params::FortKismetLibrary_IsValid Parms{};
|
|
|
|
Parms.AttributeInfo = std::move(AttributeInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.JonLHack_GetAllObjectsOfClassFromPath
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UClass* Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class UObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UObject*> UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const class FString& Path, class UClass* Class_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "JonLHack_GetAllObjectsOfClassFromPath");
|
|
|
|
Params::FortKismetLibrary_JonLHack_GetAllObjectsOfClassFromPath Parms{};
|
|
|
|
Parms.Path = std::move(Path);
|
|
Parms.Class_0 = Class_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_DoesPlayerHaveItem
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortKismetLibrary::K2_DoesPlayerHaveItem(class AFortPlayerController* PlayerController, class UFortItemDefinition* ItemDefinition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_DoesPlayerHaveItem");
|
|
|
|
Params::FortKismetLibrary_K2_DoesPlayerHaveItem Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_GetClosestAxisXY
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FVector& InVector (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortKismetLibrary::K2_GetClosestAxisXY(const struct FVector& InVector)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetClosestAxisXY");
|
|
|
|
Params::FortKismetLibrary_K2_GetClosestAxisXY Parms{};
|
|
|
|
Parms.InVector = std::move(InVector);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_GiveItemToAllPlayers
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::K2_GiveItemToAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToAllPlayers");
|
|
|
|
Params::FortKismetLibrary_K2_GiveItemToAllPlayers Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.NumberToGive = NumberToGive;
|
|
Parms.bNotifyPlayer = bNotifyPlayer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_GiveItemToPlayer
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UFortWorldItemDefinition* ItemDefinition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberToGive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNotifyPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::K2_GiveItemToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToPlayer");
|
|
|
|
Params::FortKismetLibrary_K2_GiveItemToPlayer Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.NumberToGive = NumberToGive;
|
|
Parms.bNotifyPlayer = bNotifyPlayer;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromAllPlayers
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromAllPlayers");
|
|
|
|
Params::FortKismetLibrary_K2_RemoveItemFromAllPlayers Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.AmountToRemove = AmountToRemove;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* PlayerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 AmountToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(class AFortPlayerController* PlayerController, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromPlayer");
|
|
|
|
Params::FortKismetLibrary_K2_RemoveItemFromPlayer Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.AmountToRemove = AmountToRemove;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorld
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortWorldItemDefinition* ItemDefinition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 NumberToSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Position (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 OverrideMaxStackCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::K2_SpawnPickupInWorld(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_SpawnPickupInWorld");
|
|
|
|
Params::FortKismetLibrary_K2_SpawnPickupInWorld Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ItemDefinition = ItemDefinition;
|
|
Parms.NumberToSpawn = NumberToSpawn;
|
|
Parms.Position = std::move(Position);
|
|
Parms.Direction = std::move(Direction);
|
|
Parms.OverrideMaxStackCount = OverrideMaxStackCount;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeAllPlayersTalkToSelf
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLatentActionInfo& LatentInfo (Parm, NativeAccessSpecifierPublic)
|
|
// class USoundBase* Audio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bInterruptCurrentLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// bool bCanBeInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// bool bCanCue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
// EFortFeedbackBroadcastFilter BroadcastFilter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLatent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::MakeAllPlayersTalkToSelf(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, EFortFeedbackBroadcastFilter BroadcastFilter, bool bLatent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeAllPlayersTalkToSelf");
|
|
|
|
Params::FortKismetLibrary_MakeAllPlayersTalkToSelf Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.LatentInfo = std::move(LatentInfo);
|
|
Parms.Audio = Audio;
|
|
Parms.Delay = Delay;
|
|
Parms.bInterruptCurrentLine = bInterruptCurrentLine;
|
|
Parms.bCanBeInterrupted = bCanBeInterrupted;
|
|
Parms.bCanCue = bCanCue;
|
|
Parms.BroadcastFilter = BroadcastFilter;
|
|
Parms.bLatent = bLatent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeBuildingState
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortBuildingState Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortBuildingState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortBuildingState UFortKismetLibrary::MakeBuildingState(EFortBuildingState Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeBuildingState");
|
|
|
|
Params::FortKismetLibrary_MakeBuildingState Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeDayNightPhase
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortDayPhase Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeDayNightPhase");
|
|
|
|
Params::FortKismetLibrary_MakeDayNightPhase Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbility
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UGameplayAbility* Ability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const struct FFortGameplayEffectContainer& EffectContainer, class UGameplayAbility* Ability, int32 GameplayEffectLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbility");
|
|
|
|
Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbility Parms{};
|
|
|
|
Parms.EffectContainer = std::move(EffectContainer);
|
|
Parms.Ability = Ability;
|
|
Parms.GameplayEffectLevel = GameplayEffectLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbilityComponent
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FFortGameplayEffectContainer&EffectContainer (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class UAbilitySystemComponent* AbilityComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 GameplayEffectLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortGameplayEffectContainerSpec ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const struct FFortGameplayEffectContainer& EffectContainer, class UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbilityComponent");
|
|
|
|
Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbilityComponent Parms{};
|
|
|
|
Parms.EffectContainer = std::move(EffectContainer);
|
|
Parms.AbilityComp = AbilityComp;
|
|
Parms.GameplayEffectLevel = GameplayEffectLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeMovementStyle
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortMovementStyle Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortMovementStyle ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortMovementStyle UFortKismetLibrary::MakeMovementStyle(EFortMovementStyle Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeMovementStyle");
|
|
|
|
Params::FortKismetLibrary_MakeMovementStyle Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeResourceType
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortResourceType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortResourceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeResourceType");
|
|
|
|
Params::FortKismetLibrary_MakeResourceType Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.MakeWeaponCoreAnimation
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortWeaponCoreAnimation Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortWeaponCoreAnimation ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortWeaponCoreAnimation UFortKismetLibrary::MakeWeaponCoreAnimation(EFortWeaponCoreAnimation Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeWeaponCoreAnimation");
|
|
|
|
Params::FortKismetLibrary_MakeWeaponCoreAnimation Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.OnSameTeam
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class AActor* ActorA (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class AActor* ActorB (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::OnSameTeam(const class AActor* ActorA, const class AActor* ActorB)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "OnSameTeam");
|
|
|
|
Params::FortKismetLibrary_OnSameTeam Parms{};
|
|
|
|
Parms.ActorA = ActorA;
|
|
Parms.ActorB = ActorB;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.PickLootDrops
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<struct FFortItemEntry>* OutLootToDrop (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// const class FName TierGroupName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 WorldLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const int32 ForcedLootTier (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const ELootQuotaLevel QuotaLevel (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::PickLootDrops(TArray<struct FFortItemEntry>* OutLootToDrop, const class FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier, const ELootQuotaLevel QuotaLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "PickLootDrops");
|
|
|
|
Params::FortKismetLibrary_PickLootDrops Parms{};
|
|
|
|
Parms.TierGroupName = TierGroupName;
|
|
Parms.WorldLevel = WorldLevel;
|
|
Parms.ForcedLootTier = ForcedLootTier;
|
|
Parms.QuotaLevel = QuotaLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutLootToDrop != nullptr)
|
|
*OutLootToDrop = std::move(Parms.OutLootToDrop);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.PushOffHitLocation
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector UFortKismetLibrary::PushOffHitLocation(class AActor* RequestedBy, const struct FHitResult& Hit, float Distance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffHitLocation");
|
|
|
|
Params::FortKismetLibrary_PushOffHitLocation Parms{};
|
|
|
|
Parms.RequestedBy = RequestedBy;
|
|
Parms.Hit = std::move(Hit);
|
|
Parms.Distance = Distance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.PushOffTransformByHitLocation
|
|
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FTransform& InTransform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FTransform UFortKismetLibrary::PushOffTransformByHitLocation(class AActor* RequestedBy, const struct FTransform& InTransform, const struct FHitResult& Hit, float Distance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffTransformByHitLocation");
|
|
|
|
Params::FortKismetLibrary_PushOffTransformByHitLocation Parms{};
|
|
|
|
Parms.RequestedBy = RequestedBy;
|
|
Parms.InTransform = std::move(InTransform);
|
|
Parms.Hit = std::move(Hit);
|
|
Parms.Distance = Distance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.RegisterDayPhaseHitCallback
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase Phase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::RegisterDayPhaseHitCallback(class UObject* Object, const class FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayPhaseHitCallback");
|
|
|
|
Params::FortKismetLibrary_RegisterDayPhaseHitCallback Parms{};
|
|
|
|
Parms.Object = Object;
|
|
Parms.FunctionName = std::move(FunctionName);
|
|
Parms.Phase = Phase;
|
|
Parms.bRecurring = bRecurring;
|
|
Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.RegisterDayTimeHitCallback
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* Object (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimeInHours (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bRecurring (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bBlockTriggeringThisCycle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::RegisterDayTimeHitCallback(class UObject* Object, const class FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayTimeHitCallback");
|
|
|
|
Params::FortKismetLibrary_RegisterDayTimeHitCallback Parms{};
|
|
|
|
Parms.Object = Object;
|
|
Parms.FunctionName = std::move(FunctionName);
|
|
Parms.TimeInHours = TimeInHours;
|
|
Parms.bRecurring = bRecurring;
|
|
Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.RemoveActorsOfClassFromBuildingSMActorArray
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const TArray<class ABuildingSMActor*>& ArrayToRemoveClassFrom (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class ABuildingSMActor> ClassToRemove (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<class ABuildingSMActor*>* ArrayWithClassRemoved (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray<class ABuildingSMActor*>& ArrayToRemoveClassFrom, TSubclassOf<class ABuildingSMActor> ClassToRemove, TArray<class ABuildingSMActor*>* ArrayWithClassRemoved)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "RemoveActorsOfClassFromBuildingSMActorArray");
|
|
|
|
Params::FortKismetLibrary_RemoveActorsOfClassFromBuildingSMActorArray Parms{};
|
|
|
|
Parms.ArrayToRemoveClassFrom = std::move(ArrayToRemoveClassFrom);
|
|
Parms.ClassToRemove = ClassToRemove;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (ArrayWithClassRemoved != nullptr)
|
|
*ArrayWithClassRemoved = std::move(Parms.ArrayWithClassRemoved);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SelectMaterialInstance
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UMaterialInstance* A (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstance* B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bSelectA (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class UMaterialInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(class UMaterialInstance* A, class UMaterialInstance* B, bool bSelectA)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SelectMaterialInstance");
|
|
|
|
Params::FortKismetLibrary_SelectMaterialInstance Parms{};
|
|
|
|
Parms.A = A;
|
|
Parms.B = B;
|
|
Parms.bSelectA = bSelectA;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SetCanBeDamaged
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCanBeDamaged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::SetCanBeDamaged(class AActor* Actor, bool bCanBeDamaged)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetCanBeDamaged");
|
|
|
|
Params::FortKismetLibrary_SetCanBeDamaged Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
Parms.bCanBeDamaged = bCanBeDamaged;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SetTimeOfDay
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimeOfDay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::SetTimeOfDay(class UObject* WorldContextObject, float TimeOfDay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDay");
|
|
|
|
Params::FortKismetLibrary_SetTimeOfDay Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TimeOfDay = TimeOfDay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SetTimeOfDaySpeed
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimeOfDaySpeedFactor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::SetTimeOfDaySpeed(class UObject* WorldContextObject, float TimeOfDaySpeedFactor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDaySpeed");
|
|
|
|
Params::FortKismetLibrary_SetTimeOfDaySpeed Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.ShouldHideTutorialWidget
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::ShouldHideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "ShouldHideTutorialWidget");
|
|
|
|
Params::FortKismetLibrary_ShouldHideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SpawnAreaOfEffectCloud
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class AFortAreaOfEffectCloud>AreaOfEffectClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnRotation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic)
|
|
// class AFortAreaOfEffectCloud* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf<class AFortAreaOfEffectCloud> AreaOfEffectClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnAreaOfEffectCloud");
|
|
|
|
Params::FortKismetLibrary_SpawnAreaOfEffectCloud Parms{};
|
|
|
|
Parms.AreaOfEffectClass = AreaOfEffectClass;
|
|
Parms.RequestedBy = RequestedBy;
|
|
Parms.SpawnLocation = std::move(SpawnLocation);
|
|
Parms.SpawnRotation = std::move(SpawnRotation);
|
|
Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
|
|
Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SpawnBuildingGameplayActor
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class ABuildingGameplayActor>BGAClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FTransform& Transform (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* Instigator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABuildingGameplayActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf<class ABuildingGameplayActor> BGAClass, const struct FTransform& Transform, class AFortPawn* Instigator)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnBuildingGameplayActor");
|
|
|
|
Params::FortKismetLibrary_SpawnBuildingGameplayActor Parms{};
|
|
|
|
Parms.BGAClass = BGAClass;
|
|
Parms.Transform = std::move(Transform);
|
|
Parms.Instigator = Instigator;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SpawnProjectile
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// TSubclassOf<class AFortProjectileBase> ProjectileClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AActor* RequestedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FVector& SpawnLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnRotation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FRotator& SpawnDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnHit (Parm, NativeAccessSpecifierPublic)
|
|
// const struct FFortGameplayEffectContainerSpec&EffectContainerSpecToApplyOnExplode (Parm, NativeAccessSpecifierPublic)
|
|
// bool bUseDefaultPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// class AActor* HomingTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float InitialSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float GravityScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ChargePercent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortProjectileBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf<class AFortProjectileBase> ProjectileClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FRotator& SpawnDirection, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, class AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnProjectile");
|
|
|
|
Params::FortKismetLibrary_SpawnProjectile Parms{};
|
|
|
|
Parms.ProjectileClass = ProjectileClass;
|
|
Parms.RequestedBy = RequestedBy;
|
|
Parms.SpawnLocation = std::move(SpawnLocation);
|
|
Parms.SpawnRotation = std::move(SpawnRotation);
|
|
Parms.SpawnDirection = std::move(SpawnDirection);
|
|
Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
|
|
Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);
|
|
Parms.bUseDefaultPhysics = bUseDefaultPhysics;
|
|
Parms.HomingTarget = HomingTarget;
|
|
Parms.InitialSpeed = InitialSpeed;
|
|
Parms.GravityScale = GravityScale;
|
|
Parms.ChargePercent = ChargePercent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.SwitchHeroType
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& NewHeroName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortKismetLibrary::SwitchHeroType(class AFortPlayerController* FortPC, const class FString& NewHeroName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "SwitchHeroType");
|
|
|
|
Params::FortKismetLibrary_SwitchHeroType Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
Parms.NewHeroName = std::move(NewHeroName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.TriggerFeedbackEvent
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortFeedbackHandle& EventHandle (Parm, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* InstigatorPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPawn* Recipient (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float OverriddenDelay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAllowReplication (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::TriggerFeedbackEvent(class UObject* WorldContextObject, const struct FFortFeedbackHandle& EventHandle, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay, bool bAllowReplication)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "TriggerFeedbackEvent");
|
|
|
|
Params::FortKismetLibrary_TriggerFeedbackEvent Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.EventHandle = std::move(EventHandle);
|
|
Parms.InstigatorPawn = InstigatorPawn;
|
|
Parms.Recipient = Recipient;
|
|
Parms.OverriddenDelay = OverriddenDelay;
|
|
Parms.bAllowReplication = bAllowReplication;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.UnequipFortAbilitySet
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FFortAbilitySetHandle& AbilitySetHandle (Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::UnequipFortAbilitySet(struct FFortAbilitySetHandle& AbilitySetHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnequipFortAbilitySet");
|
|
|
|
Params::FortKismetLibrary_UnequipFortAbilitySet Parms{};
|
|
|
|
Parms.AbilitySetHandle = std::move(AbilitySetHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
AbilitySetHandle = std::move(Parms.AbilitySetHandle);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.UnhideAllTutorialWidgets
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UFortKismetLibrary::UnhideAllTutorialWidgets()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideAllTutorialWidgets");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortKismetLibrary.UnhideTutorialWidget
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortKismetLibrary::UnhideTutorialWidget(class FName WidgetName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideTutorialWidget");
|
|
|
|
Params::FortKismetLibrary_UnhideTutorialWidget Parms{};
|
|
|
|
Parms.WidgetName = WidgetName;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLevelScriptActor.OnMatchStarted
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortLevelScriptActor::OnMatchStarted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLevelScriptActor", "OnMatchStarted");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLevelScriptActor.OnWorldReady
|
|
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
|
|
|
|
void AFortLevelScriptActor::OnWorldReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLevelScriptActor", "OnWorldReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconClientPvP.ServerReadyUp
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortLobbyBeaconClientPvP::ServerReadyUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconClientPvP", "ServerReadyUp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortLobbyBeaconStatePvP.OnRep_PvPLobbyTimeRemaining
|
|
// (Native, Protected)
|
|
|
|
void AFortLobbyBeaconStatePvP::OnRep_PvPLobbyTimeRemaining()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortLobbyBeaconStatePvP", "OnRep_PvPLobbyTimeRemaining");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMarkActor.OnRep_AttachedToActor
|
|
// (Final, Native, Public)
|
|
|
|
void AFortMarkActor::OnRep_AttachedToActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMarkActor", "OnRep_AttachedToActor");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionInterface.BlueprintHandleMissionEventNoReply
|
|
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortMissionEvent& MissionEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void IFortMissionInterface::BlueprintHandleMissionEventNoReply(const struct FFortMissionEvent& MissionEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionInterface", "BlueprintHandleMissionEventNoReply");
|
|
|
|
Params::FortMissionInterface_BlueprintHandleMissionEventNoReply Parms{};
|
|
|
|
Parms.MissionEvent = std::move(MissionEvent);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionManager.OnRep_CurrentTimedMission
|
|
// (Native, Protected)
|
|
|
|
void AFortMissionManager::OnRep_CurrentTimedMission()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionManager", "OnRep_CurrentTimedMission");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionManager.OnRep_Missions
|
|
// (Native, Protected)
|
|
|
|
void AFortMissionManager::OnRep_Missions()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionManager", "OnRep_Missions");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionManager.OnRep_MissionUIActors
|
|
// (Native, Protected)
|
|
|
|
void AFortMissionManager::OnRep_MissionUIActors()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionManager", "OnRep_MissionUIActors");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPMission_3PtDomination.CapturePointSetterHackTimer
|
|
// (Native, Protected)
|
|
|
|
void AFortPvPMission_3PtDomination::CapturePointSetterHackTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPvPMission_3PtDomination", "CapturePointSetterHackTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.ClearMissionTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMissionTimerComponent::ClearMissionTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "ClearMissionTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.DummyTimer
|
|
// (Final, Native, Protected)
|
|
|
|
void UFortMissionTimerComponent::DummyTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "DummyTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.OnRep_TimerData
|
|
// (Final, Native, Protected)
|
|
|
|
void UFortMissionTimerComponent::OnRep_TimerData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "OnRep_TimerData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.PauseMissionTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMissionTimerComponent::PauseMissionTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "PauseMissionTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.ResetMissionTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMissionTimerComponent::ResetMissionTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "ResetMissionTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.SetMissionTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FString& FunctionName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float TimerLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionTimerComponent::SetMissionTimer(const class FString& FunctionName, float TimerLength)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "SetMissionTimer");
|
|
|
|
Params::FortMissionTimerComponent_SetMissionTimer Parms{};
|
|
|
|
Parms.FunctionName = std::move(FunctionName);
|
|
Parms.TimerLength = TimerLength;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.SetTimerDisplayFormat
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bNewDisplayInTimeFormat (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionTimerComponent::SetTimerDisplayFormat(bool bNewDisplayInTimeFormat)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerDisplayFormat");
|
|
|
|
Params::FortMissionTimerComponent_SetTimerDisplayFormat Parms{};
|
|
|
|
Parms.bNewDisplayInTimeFormat = bNewDisplayInTimeFormat;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.SetTimerLabelText
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// const class FText& NewLabelText (Parm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionTimerComponent::SetTimerLabelText(const class FText& NewLabelText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerLabelText");
|
|
|
|
Params::FortMissionTimerComponent_SetTimerLabelText Parms{};
|
|
|
|
Parms.NewLabelText = std::move(NewLabelText);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.SetTimerVisibilityOverrideSetting
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// ETimerOverrideSetting NewVisibilitySetting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(ETimerOverrideSetting NewVisibilitySetting)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerVisibilityOverrideSetting");
|
|
|
|
Params::FortMissionTimerComponent_SetTimerVisibilityOverrideSetting Parms{};
|
|
|
|
Parms.NewVisibilitySetting = NewVisibilitySetting;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.UnpauseMissionTimer
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
|
|
void UFortMissionTimerComponent::UnpauseMissionTimer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "UnpauseMissionTimer");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.GetMissionTimerTimeRemaining
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortMissionTimerComponent::GetMissionTimerTimeRemaining() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "GetMissionTimerTimeRemaining");
|
|
|
|
Params::FortMissionTimerComponent_GetMissionTimerTimeRemaining Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.GetNormalizedTime
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortMissionTimerComponent::GetNormalizedTime() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "GetNormalizedTime");
|
|
|
|
Params::FortMissionTimerComponent_GetNormalizedTime Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerPaused
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionTimerComponent::IsMissionTimerPaused() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerPaused");
|
|
|
|
Params::FortMissionTimerComponent_IsMissionTimerPaused Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerSet
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortMissionTimerComponent::IsMissionTimerSet() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerSet");
|
|
|
|
Params::FortMissionTimerComponent_IsMissionTimerSet Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMusicManager.ChangeMusic
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USoundBase* NewMusic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EMusicFadeStyles FadeStyle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float FadeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USoundBase* Stinger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMusicManager::ChangeMusic(class USoundBase* NewMusic, EMusicFadeStyles FadeStyle, float FadeTime, class USoundBase* Stinger)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMusicManager", "ChangeMusic");
|
|
|
|
Params::FortMusicManager_ChangeMusic Parms{};
|
|
|
|
Parms.NewMusic = NewMusic;
|
|
Parms.FadeStyle = FadeStyle;
|
|
Parms.FadeTime = FadeTime;
|
|
Parms.Stinger = Stinger;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMusicManager.GetEventHeatPercent
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortMusicManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercent");
|
|
|
|
Params::FortMusicManager_GetEventHeatPercent Parms{};
|
|
|
|
Parms.CombatEvent = CombatEvent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMusicManager.GetEventHeatPercentTotal
|
|
// (Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// EFortCombatEvents CombatEvent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortMusicManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercentTotal");
|
|
|
|
Params::FortMusicManager_GetEventHeatPercentTotal Parms{};
|
|
|
|
Parms.CombatEvent = CombatEvent;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMusicManager.OnDayPhaseChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortDayPhase CurrentDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortDayPhase PreviousDayPhase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAtCreation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMusicManager::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMusicManager", "OnDayPhaseChanged");
|
|
|
|
Params::FortMusicManager_OnDayPhaseChanged Parms{};
|
|
|
|
Parms.CurrentDayPhase = CurrentDayPhase;
|
|
Parms.PreviousDayPhase = PreviousDayPhase;
|
|
Parms.bAtCreation = bAtCreation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMusicManager.OnThresholdChange
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EFortCombatThresholds OldThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortCombatThresholds NewThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortMusicManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMusicManager", "OnThresholdChange");
|
|
|
|
Params::FortMusicManager_OnThresholdChange Parms{};
|
|
|
|
Parms.OldThreshold = OldThreshold;
|
|
Parms.NewThreshold = NewThreshold;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortNavSystem.OnNavDataRegistered
|
|
// (Final, Native, Protected)
|
|
// Parameters:
|
|
// class ANavigationData* NavData (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortNavSystem::OnNavDataRegistered(class ANavigationData* NavData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortNavSystem", "OnNavDataRegistered");
|
|
|
|
Params::FortNavSystem_OnNavDataRegistered Parms{};
|
|
|
|
Parms.NavData = NavData;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.FlipDirection
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UFortTrackMovementComponent::FlipDirection()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "FlipDirection");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.OnRep_ReplicatedTrackMovement
|
|
// (Final, Native, Private)
|
|
|
|
void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "OnRep_ReplicatedTrackMovement");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.GetDistanceAlongSpline
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UFortTrackMovementComponent::GetDistanceAlongSpline() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "GetDistanceAlongSpline");
|
|
|
|
Params::FortTrackMovementComponent_GetDistanceAlongSpline Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.GetSpline
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class USplineComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USplineComponent* UFortTrackMovementComponent::GetSpline() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "GetSpline");
|
|
|
|
Params::FortTrackMovementComponent_GetSpline Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.GetTrack
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortTrack* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortTrack* UFortTrackMovementComponent::GetTrack() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "GetTrack");
|
|
|
|
Params::FortTrackMovementComponent_GetTrack Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTrackMovementComponent.IsReverseDirection
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortTrackMovementComponent::IsReverseDirection() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTrackMovementComponent", "IsReverseDirection");
|
|
|
|
Params::FortTrackMovementComponent_IsReverseDirection Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityKitTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAbilityKitTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityKitTooltip", "GetTextForToken");
|
|
|
|
Params::FortAbilityKitTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityKitTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortAbilityKitTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityKitTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortAbilityKitTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeap_BuildingTool.OnBlueprintPaperPulseUpdate
|
|
// (Final, Native, Private)
|
|
// Parameters:
|
|
// float InCurveVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortWeap_BuildingTool::OnBlueprintPaperPulseUpdate(float InCurveVal)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeap_BuildingTool", "OnBlueprintPaperPulseUpdate");
|
|
|
|
Params::FortWeap_BuildingTool_OnBlueprintPaperPulseUpdate Parms{};
|
|
|
|
Parms.InCurveVal = InCurveVal;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeap_BuildingTool.OnRep_DefaultMetadata
|
|
// (Final, Native, Private)
|
|
|
|
void AFortWeap_BuildingTool::OnRep_DefaultMetadata()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeap_BuildingTool", "OnRep_DefaultMetadata");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostFunctionLibrary.GetEnemyGameplayEffectDictatedByPrestige
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
TSubclassOf<class UGameplayEffect> UFortOutpostFunctionLibrary::GetEnemyGameplayEffectDictatedByPrestige(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetEnemyGameplayEffectDictatedByPrestige");
|
|
|
|
Params::FortOutpostFunctionLibrary_GetEnemyGameplayEffectDictatedByPrestige Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostOwner
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPlayerControllerOutpost* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostOwner");
|
|
|
|
Params::FortOutpostFunctionLibrary_GetOutpostOwner Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostQuestMissionConfigData
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& ConfigTag (Parm, NativeAccessSpecifierPublic)
|
|
// class UFortMissionConfigData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(class UObject* WorldContextObject, const struct FGameplayTag& ConfigTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostQuestMissionConfigData");
|
|
|
|
Params::FortOutpostFunctionLibrary_GetOutpostQuestMissionConfigData Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ConfigTag = std::move(ConfigTag);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostDefenseActive
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(class UObject* WorldContextObject, bool bActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostDefenseActive");
|
|
|
|
Params::FortOutpostFunctionLibrary_SetOutpostDefenseActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.bActive = bActive;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostGameDifficultyRow
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FDataTableRowHandle& GameDifficultyInfo (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(class UObject* WorldContextObject, const struct FDataTableRowHandle& GameDifficultyInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostGameDifficultyRow");
|
|
|
|
Params::FortOutpostFunctionLibrary_SetOutpostGameDifficultyRow Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityDecoTool.AbilitySpawnDeco
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FAbilityToolSpawnParameters&SpawnParameters (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class ABuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABuildingActor* AFortAbilityDecoTool::AbilitySpawnDeco(const struct FAbilityToolSpawnParameters& SpawnParameters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityDecoTool", "AbilitySpawnDeco");
|
|
|
|
Params::FortAbilityDecoTool_AbilitySpawnDeco Parms{};
|
|
|
|
Parms.SpawnParameters = std::move(SpawnParameters);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityHandle
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FGameplayAbilitySpecHandle ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FGameplayAbilitySpecHandle AFortAbilityDecoTool::GetPlacementAbilityHandle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityHandle");
|
|
|
|
Params::FortAbilityDecoTool_GetPlacementAbilityHandle Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityInstance
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortGameplayAbility* AFortAbilityDecoTool::GetPlacementAbilityInstance()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityInstance");
|
|
|
|
Params::FortAbilityDecoTool_GetPlacementAbilityInstance Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortAbilityDecoTool.GetSpawnParameters
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FAbilityToolSpawnParameters* OutSpawnParamters (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortAbilityDecoTool::GetSpawnParameters(struct FAbilityToolSpawnParameters* OutSpawnParamters) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortAbilityDecoTool", "GetSpawnParameters");
|
|
|
|
Params::FortAbilityDecoTool_GetSpawnParameters Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSpawnParamters != nullptr)
|
|
*OutSpawnParamters = std::move(Parms.OutSpawnParamters);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnBeginInteract
|
|
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)
|
|
|
|
void AFortPawn_InteractablePawn::BlueprintOnBeginInteract()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnBeginInteract");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnInteract
|
|
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPawn_InteractablePawn::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnInteract");
|
|
|
|
Params::FortPawn_InteractablePawn_BlueprintOnInteract Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintCanInteract
|
|
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPawn_InteractablePawn::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintCanInteract");
|
|
|
|
Params::FortPawn_InteractablePawn_BlueprintCanInteract Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPawn_InteractablePawn.BlueprintGetInteractionString
|
|
// (Native, Event, Public, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const class AFortPawn* InteractingPawn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText AFortPawn_InteractablePawn::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintGetInteractionString");
|
|
|
|
Params::FortPawn_InteractablePawn_BlueprintGetInteractionString Parms{};
|
|
|
|
Parms.InteractingPawn = InteractingPawn;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.CalculateTotalWorkerRatings
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const TArray<class UHomeBaseWorker*>& Workers_0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UHomeBaseWorkers::CalculateTotalWorkerRatings(const TArray<class UHomeBaseWorker*>& Workers_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "CalculateTotalWorkerRatings");
|
|
|
|
Params::HomeBaseWorkers_CalculateTotalWorkerRatings Parms{};
|
|
|
|
Parms.Workers_0 = std::move(Workers_0);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.GetAllManagers
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetAllManagers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "GetAllManagers");
|
|
|
|
Params::HomeBaseWorkers_GetAllManagers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.GetAllWorkers
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetAllWorkers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "GetAllWorkers");
|
|
|
|
Params::HomeBaseWorkers_GetAllWorkers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.GetSlots
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<struct FHomeBaseWorkerSlot> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FHomeBaseWorkerSlot> UHomeBaseWorkers::GetSlots()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "GetSlots");
|
|
|
|
Params::HomeBaseWorkers_GetSlots Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.GetSlottedWorkers
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class UHomeBaseWorker*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class UHomeBaseWorker*> UHomeBaseWorkers::GetSlottedWorkers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "GetSlottedWorkers");
|
|
|
|
Params::HomeBaseWorkers_GetSlottedWorkers Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.GetWorkerFromItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// const class UFortWorker* WorkerItem (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UHomeBaseWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UHomeBaseWorker* UHomeBaseWorkers::GetWorkerFromItem(const class UFortWorker* WorkerItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "GetWorkerFromItem");
|
|
|
|
Params::HomeBaseWorkers_GetWorkerFromItem Parms{};
|
|
|
|
Parms.WorkerItem = WorkerItem;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.OnBuildingItemChanged
|
|
// (Final, Native, Private)
|
|
// Parameters:
|
|
// bool bItemChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bAmmoChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool bIngredientsChanged (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseWorkers::OnBuildingItemChanged(bool bItemChanged, bool bAmmoChanged, bool bIngredientsChanged)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "OnBuildingItemChanged");
|
|
|
|
Params::HomeBaseWorkers_OnBuildingItemChanged Parms{};
|
|
|
|
Parms.bItemChanged = bItemChanged;
|
|
Parms.bAmmoChanged = bAmmoChanged;
|
|
Parms.bIngredientsChanged = bIngredientsChanged;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorkers.SlotWorker
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UHomeBaseWorker* Worker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UHomeBaseWorkers::SlotWorker(class UHomeBaseWorker* Worker, int32 SlotIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorkers", "SlotWorker");
|
|
|
|
Params::HomeBaseWorkers_SlotWorker Parms{};
|
|
|
|
Parms.Worker = Worker;
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPermaniteStructureInterface.OnBoundariesChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 MinLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 MaxLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 CurrentLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void IFortPermaniteStructureInterface::OnBoundariesChanged(int32 MinLevel, int32 MaxLevel, int32 CurrentLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPermaniteStructureInterface", "OnBoundariesChanged");
|
|
|
|
Params::FortPermaniteStructureInterface_OnBoundariesChanged Parms{};
|
|
|
|
Parms.MinLevel = MinLevel;
|
|
Parms.MaxLevel = MaxLevel;
|
|
Parms.CurrentLevel = CurrentLevel;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickupEffect.OnAboutToEnterBackpack
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPickupEffect::OnAboutToEnterBackpack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickupEffect", "OnAboutToEnterBackpack");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickupEffect.OnAttached
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPickupEffect::OnAttached()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickupEffect", "OnAttached");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPickupEffect.OnPickedUp
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortPickupEffect::OnPickedUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPickupEffect", "OnPickedUp");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.DestroyAllFortPickupsWithItem
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class UFortWorldItemDefinition* ItemDefinitionToCheck (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPvPFunctionLibrary::DestroyAllFortPickupsWithItem(class UObject* WorldContextObject, const class UFortWorldItemDefinition* ItemDefinitionToCheck)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "DestroyAllFortPickupsWithItem");
|
|
|
|
Params::FortPvPFunctionLibrary_DestroyAllFortPickupsWithItem Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.ItemDefinitionToCheck = ItemDefinitionToCheck;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetBaseDestructionTeamInfo
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortTeamInfoPvPBaseDestruction* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortTeamInfoPvPBaseDestruction* UFortPvPFunctionLibrary::GetBaseDestructionTeamInfo(class UObject* WorldContextObject, EFortTeam Team)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetBaseDestructionTeamInfo");
|
|
|
|
Params::FortPvPFunctionLibrary_GetBaseDestructionTeamInfo Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Team = Team;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetDifficultyRowNamesFromPvPRating
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class FName>* OutDifficultyRows (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// const float InPvPRating (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPvPFunctionLibrary::GetDifficultyRowNamesFromPvPRating(TArray<class FName>* OutDifficultyRows, const float InPvPRating)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetDifficultyRowNamesFromPvPRating");
|
|
|
|
Params::FortPvPFunctionLibrary_GetDifficultyRowNamesFromPvPRating Parms{};
|
|
|
|
Parms.InPvPRating = InPvPRating;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDifficultyRows != nullptr)
|
|
*OutDifficultyRows = std::move(Parms.OutDifficultyRows);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetMatchLevel
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortPvPFunctionLibrary::GetMatchLevel(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetMatchLevel");
|
|
|
|
Params::FortPvPFunctionLibrary_GetMatchLevel Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetRoundTimeAccumulated
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortPvPFunctionLibrary::GetRoundTimeAccumulated(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetRoundTimeAccumulated");
|
|
|
|
Params::FortPvPFunctionLibrary_GetRoundTimeAccumulated Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetTeamCornerstone
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPvPBaseCornerstone* UFortPvPFunctionLibrary::GetTeamCornerstone(class UObject* WorldContextObject, EFortTeam Team)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamCornerstone");
|
|
|
|
Params::FortPvPFunctionLibrary_GetTeamCornerstone Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Team = Team;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.GetTeamStrategicBuildingActor
|
|
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EFortTeam Team (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FTeamStrategicBuildingHandle&SBAHandle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AStrategicBuildingActor* UFortPvPFunctionLibrary::GetTeamStrategicBuildingActor(class UObject* WorldContextObject, EFortTeam Team, const struct FTeamStrategicBuildingHandle& SBAHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamStrategicBuildingActor");
|
|
|
|
Params::FortPvPFunctionLibrary_GetTeamStrategicBuildingActor Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Team = Team;
|
|
Parms.SBAHandle = std::move(SBAHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPvPFunctionLibrary.SetMatchLevel
|
|
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 MatchLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortPvPFunctionLibrary::SetMatchLevel(class UObject* WorldContextObject, int32 MatchLevel)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "SetMatchLevel");
|
|
|
|
Params::FortPvPFunctionLibrary_SetMatchLevel Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.MatchLevel = MatchLevel;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIBaseClass.TutorialToggleHUD
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortUIBaseClass::TutorialToggleHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIBaseClass", "TutorialToggleHUD");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIZone.ToggleTargetInfo
|
|
// (Final, RequiredAPI, Exec, Native, Public)
|
|
|
|
void AFortUIZone::ToggleTargetInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfo");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIZone.ToggleTargetInfoAI
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortUIZone::ToggleTargetInfoAI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoAI");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIZone.ToggleTargetInfoLock
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortUIZone::ToggleTargetInfoLock(bool bTraceComplex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoLock");
|
|
|
|
Params::FortUIZone_ToggleTargetInfoLock Parms{};
|
|
|
|
Parms.bTraceComplex = bTraceComplex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIZone.ToggleTargetInfoPaths
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortUIZone::ToggleTargetInfoPaths()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoPaths");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIZone.ToggleTargetInfoSensing
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortUIZone::ToggleTargetInfoSensing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoSensing");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerStateOutpost.OnRep_CanEditOutpost
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerStateOutpost::OnRep_CanEditOutpost()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CanEditOutpost");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerStateOutpost.OnRep_CraftingTableItemsRemaing
|
|
// (Final, Native, Private)
|
|
|
|
void AFortPlayerStateOutpost::OnRep_CraftingTableItemsRemaing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CraftingTableItemsRemaing");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerStateOutpost.ServerSetCanEditOutpost
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerStateOutpost::ServerSetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerStateOutpost", "ServerSetCanEditOutpost");
|
|
|
|
Params::FortPlayerStateOutpost_ServerSetCanEditOutpost Parms{};
|
|
|
|
Parms.InPlayer = InPlayer;
|
|
Parms.bCanEdit = bCanEdit;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerStateOutpost.SetCanEditOutpost
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerStateOutpost* InPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCanEdit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerStateOutpost::SetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerStateOutpost", "SetCanEditOutpost");
|
|
|
|
Params::FortPlayerStateOutpost_SetCanEditOutpost Parms{};
|
|
|
|
Parms.InPlayer = InPlayer;
|
|
Parms.bCanEdit = bCanEdit;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerStateOutpost.CanEditOutpost
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerStateOutpost::CanEditOutpost() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerStateOutpost", "CanEditOutpost");
|
|
|
|
Params::FortPlayerStateOutpost_CanEditOutpost Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerARPG.TogglePointAndClickMovement
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerARPG::TogglePointAndClickMovement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerARPG", "TogglePointAndClickMovement");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.ClientSetPermaniteAvailability
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
|
|
// Parameters:
|
|
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerKeep::ClientSetPermaniteAvailability(bool bAvailable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "ClientSetPermaniteAvailability");
|
|
|
|
Params::FortPlayerControllerKeep_ClientSetPermaniteAvailability Parms{};
|
|
|
|
Parms.bAvailable = bAvailable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.ClientUnloadFoundations
|
|
// (Net, NetReliable, Native, Event, Public, NetClient)
|
|
|
|
void AFortPlayerControllerKeep::ClientUnloadFoundations()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "ClientUnloadFoundations");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.DumpItemData
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerKeep::DumpItemData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "DumpItemData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.ResetContainers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerKeep::ResetContainers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "ResetContainers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.RestoreContainers
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerKeep::RestoreContainers()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "RestoreContainers");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.ServerOnContainerItemsChosen
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class AKeepItemContainer* Container (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const TArray<class FString>& ItemTemplateIDs (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerKeep::ServerOnContainerItemsChosen(class AKeepItemContainer* Container, const TArray<class FString>& ItemTemplateIDs)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "ServerOnContainerItemsChosen");
|
|
|
|
Params::FortPlayerControllerKeep_ServerOnContainerItemsChosen Parms{};
|
|
|
|
Parms.Container = Container;
|
|
Parms.ItemTemplateIDs = std::move(ItemTemplateIDs);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.SetPermaniteAvailability
|
|
// (Final, Exec, Native, Public)
|
|
// Parameters:
|
|
// bool bAvailable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerKeep::SetPermaniteAvailability(bool bAvailable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "SetPermaniteAvailability");
|
|
|
|
Params::FortPlayerControllerKeep_SetPermaniteAvailability Parms{};
|
|
|
|
Parms.bAvailable = bAvailable;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.StreamInStuff
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerKeep::StreamInStuff()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "StreamInStuff");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerKeep.StreamOutStuff
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerKeep::StreamOutStuff()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerKeep", "StreamOutStuff");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ClientExecuteInventoryItem
|
|
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientExecuteInventoryItem");
|
|
|
|
Params::FortPlayerControllerOutpost_ClientExecuteInventoryItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Delay = Delay;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ClientOnStructureLevelChanged
|
|
// (Net, NetReliable, Native, Event, Protected, NetClient)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* UpgradedStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 InLevelBeforeUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ClientOnStructureLevelChanged(class UFortOutpostItemDefinition* UpgradedStructure, int32 InLevelBeforeUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientOnStructureLevelChanged");
|
|
|
|
Params::FortPlayerControllerOutpost_ClientOnStructureLevelChanged Parms{};
|
|
|
|
Parms.UpgradedStructure = UpgradedStructure;
|
|
Parms.InLevelBeforeUpgrade = InLevelBeforeUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ClientShowVictoryScreen
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
|
|
|
|
void AFortPlayerControllerOutpost::ClientShowVictoryScreen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientShowVictoryScreen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.DumpInventory
|
|
// (Final, Exec, Native, Public)
|
|
|
|
void AFortPlayerControllerOutpost::DumpInventory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "DumpInventory");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_DisintegrationStartTime
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerControllerOutpost::OnRep_DisintegrationStartTime()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_DisintegrationStartTime");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_PostDepositedResources
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerControllerOutpost::OnRep_PostDepositedResources()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_PostDepositedResources");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooCompleted
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerControllerOutpost::OnRep_QuantumGooCompleted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooCompleted");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooIncoming
|
|
// (Final, Native, Protected)
|
|
|
|
void AFortPlayerControllerOutpost::OnRep_QuantumGooIncoming()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooIncoming");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemFromStorageVault
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FFortItemEntry& NewlyCollectedItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServeMoveItemFromStorageVault(const struct FFortItemEntry& NewlyCollectedItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemFromStorageVault");
|
|
|
|
Params::FortPlayerControllerOutpost_ServeMoveItemFromStorageVault Parms{};
|
|
|
|
Parms.NewlyCollectedItem = std::move(NewlyCollectedItem);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServeMoveItemToStorageVault
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const struct FFortItemEntry& NewlyStoredItem (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServeMoveItemToStorageVault(const struct FFortItemEntry& NewlyStoredItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServeMoveItemToStorageVault");
|
|
|
|
Params::FortPlayerControllerOutpost_ServeMoveItemToStorageVault Parms{};
|
|
|
|
Parms.NewlyStoredItem = std::move(NewlyStoredItem);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerAbortDisintegration
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerAbortDisintegration()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerAbortDisintegration");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerActivateCraftingTable
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerActivateCraftingTable()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerActivateCraftingTable");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerDeactivateCraftingTable
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerDeactivateCraftingTable()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDeactivateCraftingTable");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerDepositPOSTResource
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServerDepositPOSTResource(const struct FGuid& ItemGuid, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDepositPOSTResource");
|
|
|
|
Params::FortPlayerControllerOutpost_ServerDepositPOSTResource Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerDisintegrateItem
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
|
|
// Parameters:
|
|
// const struct FGuid& ItemGuid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServerDisintegrateItem(const struct FGuid& ItemGuid, int32 Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDisintegrateItem");
|
|
|
|
Params::FortPlayerControllerOutpost_ServerDisintegrateItem Parms{};
|
|
|
|
Parms.ItemGuid = std::move(ItemGuid);
|
|
Parms.Count = Count;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerFabricateItem
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
// Parameters:
|
|
// const class UFortWorldItemDefinition* ItemDef (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServerFabricateItem(const class UFortWorldItemDefinition* ItemDef)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerFabricateItem");
|
|
|
|
Params::FortPlayerControllerOutpost_ServerFabricateItem Parms{};
|
|
|
|
Parms.ItemDef = ItemDef;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerIncreaseOutpostPrestigeLevel
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerIncreaseOutpostPrestigeLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerIncreaseOutpostPrestigeLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerLeaveOutpostAsParty
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerLeaveOutpostAsParty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerLeaveOutpostAsParty");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerNotifyPendingFabricationCompleted
|
|
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerNotifyPendingFabricationCompleted()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerNotifyPendingFabricationCompleted");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradePOST
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortPlayerControllerOutpost::ServerUpgradePOST()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradePOST");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradeStructure
|
|
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::ServerUpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradeStructure");
|
|
|
|
Params::FortPlayerControllerOutpost_ServerUpgradeStructure Parms{};
|
|
|
|
Parms.StructureToUpgrade = StructureToUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ToggleOwnerInPIE
|
|
// (Final, Exec, Native, Private)
|
|
|
|
void AFortPlayerControllerOutpost::ToggleOwnerInPIE()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ToggleOwnerInPIE");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.UpgradeStructure
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* StructureToUpgrade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::UpgradeStructure(class UFortOutpostItemDefinition* StructureToUpgrade)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "UpgradeStructure");
|
|
|
|
Params::FortPlayerControllerOutpost_UpgradeStructure Parms{};
|
|
|
|
Parms.StructureToUpgrade = StructureToUpgrade;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.CanUpgradeStructure
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerControllerOutpost::CanUpgradeStructure(class UFortOutpostItemDefinition* OutpostStructure, bool bLog) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "CanUpgradeStructure");
|
|
|
|
Params::FortPlayerControllerOutpost_CanUpgradeStructure Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
Parms.bLog = bLog;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetPendingFabricationProgress
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float AFortPlayerControllerOutpost::GetPendingFabricationProgress() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingFabricationProgress");
|
|
|
|
Params::FortPlayerControllerOutpost_GetPendingFabricationProgress Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetPendingItemToFabricate
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorldItemDefinition* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortWorldItemDefinition* AFortPlayerControllerOutpost::GetPendingItemToFabricate() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingItemToFabricate");
|
|
|
|
Params::FortPlayerControllerOutpost_GetPendingItemToFabricate Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetStormShieldLevelDefended
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortPlayerControllerOutpost::GetStormShieldLevelDefended() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStormShieldLevelDefended");
|
|
|
|
Params::FortPlayerControllerOutpost_GetStormShieldLevelDefended Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetStructureLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortPlayerControllerOutpost::GetStructureLevel(class UFortOutpostItemDefinition* OutpostStructure) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureLevel");
|
|
|
|
Params::FortPlayerControllerOutpost_GetStructureLevel Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetStructureMaxLevel
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortPlayerControllerOutpost::GetStructureMaxLevel(class UFortOutpostItemDefinition* OutpostStructure) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetStructureMaxLevel");
|
|
|
|
Params::FortPlayerControllerOutpost_GetStructureMaxLevel Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.GetUpgradeStructureCost
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortOutpostItemDefinition* OutpostStructure (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// TArray<struct FFortItemQuantityPair>* OutWorldItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
// TArray<struct FFortItemQuantityPair>* OutAccountItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerControllerOutpost::GetUpgradeStructureCost(class UFortOutpostItemDefinition* OutpostStructure, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "GetUpgradeStructureCost");
|
|
|
|
Params::FortPlayerControllerOutpost_GetUpgradeStructureCost Parms{};
|
|
|
|
Parms.OutpostStructure = OutpostStructure;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutWorldItems != nullptr)
|
|
*OutWorldItems = std::move(Parms.OutWorldItems);
|
|
|
|
if (OutAccountItems != nullptr)
|
|
*OutAccountItems = std::move(Parms.OutAccountItems);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.IsFabricationPending
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerControllerOutpost::IsFabricationPending() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "IsFabricationPending");
|
|
|
|
Params::FortPlayerControllerOutpost_IsFabricationPending Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.IsOutpostOwner
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerControllerOutpost::IsOutpostOwner() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "IsOutpostOwner");
|
|
|
|
Params::FortPlayerControllerOutpost_IsOutpostOwner Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerControllerOutpost.ShowOutpostVictoryScreenToAll
|
|
// (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable, Const)
|
|
|
|
void AFortPlayerControllerOutpost::ShowOutpostVictoryScreenToAll() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerControllerOutpost", "ShowOutpostVictoryScreenToAll");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.CyclePartBP
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bNextPart (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "CyclePartBP");
|
|
|
|
Params::FortPlayerMannequin_CyclePartBP Parms{};
|
|
|
|
Parms.Part = Part;
|
|
Parms.bNextPart = bNextPart;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.RemovePart
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "RemovePart");
|
|
|
|
Params::FortPlayerMannequin_RemovePart Parms{};
|
|
|
|
Parms.Part = Part;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.SetPart
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortCustomPartType Part (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UCustomCharacterPart* PartAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, class UCustomCharacterPart* PartAsset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "SetPart");
|
|
|
|
Params::FortPlayerMannequin_SetPart Parms{};
|
|
|
|
Parms.Part = Part;
|
|
Parms.PartAsset = PartAsset;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.SetSkeletalMesh
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortPlayerMannequin::SetSkeletalMesh(class USkeletalMesh* SkeletalMesh)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "SetSkeletalMesh");
|
|
|
|
Params::FortPlayerMannequin_SetSkeletalMesh Parms{};
|
|
|
|
Parms.SkeletalMesh = SkeletalMesh;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.SetWeaponSkeletalMesh
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class USkeletalMesh* SkeletalMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortPlayerMannequin::SetWeaponSkeletalMesh(class USkeletalMesh* SkeletalMesh)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "SetWeaponSkeletalMesh");
|
|
|
|
Params::FortPlayerMannequin_SetWeaponSkeletalMesh Parms{};
|
|
|
|
Parms.SkeletalMesh = SkeletalMesh;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.ToggleGenderBP
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortPlayerMannequin::ToggleGenderBP()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "ToggleGenderBP");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.UpdateMorphTargets
|
|
// (Native, Public)
|
|
|
|
void AFortPlayerMannequin::UpdateMorphTargets()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "UpdateMorphTargets");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortPlayerMannequin.GetGender
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortCustomGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortCustomGender AFortPlayerMannequin::GetGender() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortPlayerMannequin", "GetGender");
|
|
|
|
Params::FortPlayerMannequin_GetGender Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestCategory.HasUnseenQuests
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestCategory::HasUnseenQuests() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestCategory", "HasUnseenQuests");
|
|
|
|
Params::FortQuestCategory_HasUnseenQuests Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.ClaimNextCompletedQuestReward
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
|
|
void UFortQuestManager::ClaimNextCompletedQuestReward() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "ClaimNextCompletedQuestReward");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.ClaimQuestReward
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
// Parameters:
|
|
// const class UFortQuestItem* Quest (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestManager::ClaimQuestReward(const class UFortQuestItem* Quest) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "ClaimQuestReward");
|
|
|
|
Params::FortQuestManager_ClaimQuestReward Parms{};
|
|
|
|
Parms.Quest = Quest;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.GetCurrentQuestsCategories
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class UFortQuestCategory*>* Categories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestManager::GetCurrentQuestsCategories(TArray<class UFortQuestCategory*>* Categories) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "GetCurrentQuestsCategories");
|
|
|
|
Params::FortQuestManager_GetCurrentQuestsCategories Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Categories != nullptr)
|
|
*Categories = std::move(Parms.Categories);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.GetQuestWithDefinition
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UFortQuestItem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const class UFortQuestItemDefinition* Definition) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "GetQuestWithDefinition");
|
|
|
|
Params::FortQuestManager_GetQuestWithDefinition Parms{};
|
|
|
|
Parms.Definition = Definition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.GetRemainingDailyQuestRerolls
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "GetRemainingDailyQuestRerolls");
|
|
|
|
Params::FortQuestManager_GetRemainingDailyQuestRerolls Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.GetSourceAndContextTags
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGameplayTagContainer* OutSourceTags (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// struct FGameplayTagContainer* OutContextTags (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "GetSourceAndContextTags");
|
|
|
|
Params::FortQuestManager_GetSourceAndContextTags Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutSourceTags != nullptr)
|
|
*OutSourceTags = std::move(Parms.OutSourceTags);
|
|
|
|
if (OutContextTags != nullptr)
|
|
*OutContextTags = std::move(Parms.OutContextTags);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.GrantFirstDailyQuest
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
|
|
void UFortQuestManager::GrantFirstDailyQuest() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "GrantFirstDailyQuest");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.HasCompletedObjective
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FDataTableRowHandle& ObjectiveStatHandle (Parm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestManager::HasCompletedObjective(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "HasCompletedObjective");
|
|
|
|
Params::FortQuestManager_HasCompletedObjective Parms{};
|
|
|
|
Parms.Definition = Definition;
|
|
Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.HasCompletedQuest
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UFortQuestItemDefinition* Definition (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestManager::HasCompletedQuest(const class UFortQuestItemDefinition* Definition) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "HasCompletedQuest");
|
|
|
|
Params::FortQuestManager_HasCompletedQuest Parms{};
|
|
|
|
Parms.Definition = Definition;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.HasUnseenQuests
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortQuestManager::HasUnseenQuests() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "HasUnseenQuests");
|
|
|
|
Params::FortQuestManager_HasUnseenQuests Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.MarkQuestSeen
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
// Parameters:
|
|
// class UFortQuestItem* Quest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestManager::MarkQuestSeen(class UFortQuestItem* Quest) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "MarkQuestSeen");
|
|
|
|
Params::FortQuestManager_MarkQuestSeen Parms{};
|
|
|
|
Parms.Quest = Quest;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.MarkQuestsSeen
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
|
|
void UFortQuestManager::MarkQuestsSeen() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "MarkQuestsSeen");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortQuestManager.RerollDailyQuest
|
|
// (Final, Native, Public, BlueprintCallable, Const)
|
|
// Parameters:
|
|
// const class UFortQuestItem* QuestToDiscard (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortQuestManager::RerollDailyQuest(const class UFortQuestItem* QuestToDiscard) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortQuestManager", "RerollDailyQuest");
|
|
|
|
Params::FortQuestManager_RerollDailyQuest Parms{};
|
|
|
|
Parms.QuestToDiscard = QuestToDiscard;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortRarityData.BPGetRarityData
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// EFortRarity Rarity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FFortRarityItemData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortRarityItemData UFortRarityData::BPGetRarityData(EFortRarity Rarity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("FortRarityData", "BPGetRarityData");
|
|
|
|
Params::FortRarityData_BPGetRarityData Parms{};
|
|
|
|
Parms.Rarity = Rarity;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.AreBuildingsLoaded
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortSaveFileBuildingInstructionsHandler::AreBuildingsLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "AreBuildingsLoaded");
|
|
|
|
Params::FortSaveFileBuildingInstructionsHandler_AreBuildingsLoaded Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.GetAllSpawnedBuildings
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TArray<class ABuildingActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<class ABuildingActor*> AFortSaveFileBuildingInstructionsHandler::GetAllSpawnedBuildings()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "GetAllSpawnedBuildings");
|
|
|
|
Params::FortSaveFileBuildingInstructionsHandler_GetAllSpawnedBuildings Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.LoadBuildings
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortSaveFileBuildingInstructionsHandler::LoadBuildings(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "LoadBuildings");
|
|
|
|
Params::FortSaveFileBuildingInstructionsHandler_LoadBuildings Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.ResetBuildings
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortSaveFileBuildingInstructionsHandler::ResetBuildings(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "ResetBuildings");
|
|
|
|
Params::FortSaveFileBuildingInstructionsHandler_ResetBuildings Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.SaveBuildings
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* FortPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortSaveFileBuildingInstructionsHandler::SaveBuildings(class AFortPlayerController* FortPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "SaveBuildings");
|
|
|
|
Params::FortSaveFileBuildingInstructionsHandler_SaveBuildings Parms{};
|
|
|
|
Parms.FortPC = FortPC;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedAction.CancelAction
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void AFortScriptedAction::CancelAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedAction", "CancelAction");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedAction.CompleteAction
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void AFortScriptedAction::CompleteAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedAction", "CompleteAction");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedAction.Execute
|
|
// (Native, Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortScriptedAction::Execute(const struct FFortScriptedActionParams& Params_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedAction", "Execute");
|
|
|
|
Params::FortScriptedAction_Execute Parms{};
|
|
|
|
Parms.Params_0 = std::move(Params_0);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedAction.GetParams
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FFortScriptedActionParams* Params_0 (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortScriptedAction::GetParams(struct FFortScriptedActionParams* Params_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedAction", "GetParams");
|
|
|
|
Params::FortScriptedAction_GetParams Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (Params_0 != nullptr)
|
|
*Params_0 = std::move(Parms.Params_0);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedAction.CanExecute
|
|
// (Native, Event, Public, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const struct FFortScriptedActionParams& Params_0 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortScriptedAction::CanExecute(const struct FFortScriptedActionParams& Params_0) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedAction", "CanExecute");
|
|
|
|
Params::FortScriptedAction_CanExecute Parms{};
|
|
|
|
Parms.Params_0 = std::move(Params_0);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortScriptedActionManager.HandleClientEvent_Undefined
|
|
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortScriptedActionManager::HandleClientEvent_Undefined(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortScriptedActionManager", "HandleClientEvent_Undefined");
|
|
|
|
Params::FortScriptedActionManager_HandleClientEvent_Undefined Parms{};
|
|
|
|
Parms.EventSource = EventSource;
|
|
Parms.EventFocus = EventFocus;
|
|
Parms.ClientEvent = std::move(ClientEvent);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSocialItem.GetBasicInfo
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FFortSocialItemBasicData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FFortSocialItemBasicData UFortSocialItem::GetBasicInfo()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSocialItem", "GetBasicInfo");
|
|
|
|
Params::FortSocialItem_GetBasicInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSocialItem.GetDisplayName
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortSocialItem::GetDisplayName() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSocialItem", "GetDisplayName");
|
|
|
|
Params::FortSocialItem_GetDisplayName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSocialItem.GetLocation
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
class FText UFortSocialItem::GetLocation() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSocialItem", "GetLocation");
|
|
|
|
Params::FortSocialItem_GetLocation Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSocialItem.GetPresenceStatus
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortSocialItemPresenceStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EFortSocialItemPresenceStatus UFortSocialItem::GetPresenceStatus() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSocialItem", "GetPresenceStatus");
|
|
|
|
Params::FortSocialItem_GetPresenceStatus Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortSocialItem.GetUniquePlayerId
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FUniqueNetIdRepl ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FUniqueNetIdRepl UFortSocialItem::GetUniquePlayerId() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortSocialItem", "GetUniquePlayerId");
|
|
|
|
Params::FortSocialItem_GetUniquePlayerId Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfo.GetTeamExperience
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortTeamInfo::GetTeamExperience() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfo", "GetTeamExperience");
|
|
|
|
Params::FortTeamInfo_GetTeamExperience Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfo.GetTeamLevel
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 AFortTeamInfo::GetTeamLevel() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfo", "GetTeamLevel");
|
|
|
|
Params::FortTeamInfo_GetTeamLevel Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamExperience
|
|
// (Final, Native, Private)
|
|
|
|
void AFortTeamInfoPvPBaseDestruction::OnRep_TeamExperience()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamExperience");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamLevel
|
|
// (Final, Native, Private)
|
|
|
|
void AFortTeamInfoPvPBaseDestruction::OnRep_TeamLevel()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamLevel");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetStrategicBuildingActor
|
|
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FTeamStrategicBuildingHandle&Handle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// class AStrategicBuildingActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AStrategicBuildingActor* AFortTeamInfoPvPBaseDestruction::GetStrategicBuildingActor(const struct FTeamStrategicBuildingHandle& Handle) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetStrategicBuildingActor");
|
|
|
|
Params::FortTeamInfoPvPBaseDestruction_GetStrategicBuildingActor Parms{};
|
|
|
|
Parms.Handle = std::move(Handle);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamCornerstone
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class AFortPvPBaseCornerstone* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class AFortPvPBaseCornerstone* AFortTeamInfoPvPBaseDestruction::GetTeamCornerstone() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamCornerstone");
|
|
|
|
Params::FortTeamInfoPvPBaseDestruction_GetTeamCornerstone Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnClientDeselect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnClientDeselect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnClientDeselect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnClientSelect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnClientSelect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnClientSelect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnDefocus
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnDefocus()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnDefocus");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnDeselectWrapper
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTheaterMapTile::OnDeselectWrapper(bool bIsGameSessionOwner)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnDeselectWrapper");
|
|
|
|
Params::FortTheaterMapTile_OnDeselectWrapper Parms{};
|
|
|
|
Parms.bIsGameSessionOwner = bIsGameSessionOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnDisableGoToPrompt
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnDisableGoToPrompt()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnDisableGoToPrompt");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnEnableGoToPrompt
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnEnableGoToPrompt()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnEnableGoToPrompt");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnFocus
|
|
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnFocus()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnFocus");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnHostDeselect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnHostDeselect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnHostDeselect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnHostSelect
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnHostSelect()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnHostSelect");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnInitializeTile
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnInitializeTile()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnInitializeTile");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnMissionDataUpdated
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortTheaterMapTile::OnMissionDataUpdated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnMissionDataUpdated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnMouseOverBegin
|
|
// (Final, Native, Public)
|
|
|
|
void AFortTheaterMapTile::OnMouseOverBegin()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverBegin");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnMouseOverEnd
|
|
// (Final, Native, Public)
|
|
|
|
void AFortTheaterMapTile::OnMouseOverEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverEnd");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnSelectWrapper
|
|
// (Native, Public)
|
|
// Parameters:
|
|
// bool bIsGameSessionOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTheaterMapTile::OnSelectWrapper(bool bIsGameSessionOwner)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnSelectWrapper");
|
|
|
|
Params::FortTheaterMapTile_OnSelectWrapper Parms{};
|
|
|
|
Parms.bIsGameSessionOwner = bIsGameSessionOwner;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.OnTileClicked
|
|
// (Final, Native, Public)
|
|
|
|
void AFortTheaterMapTile::OnTileClicked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "OnTileClicked");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.GetZoneDifficulty
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGameDifficultyInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FGameDifficultyInfo AFortTheaterMapTile::GetZoneDifficulty() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "GetZoneDifficulty");
|
|
|
|
Params::FortTheaterMapTile_GetZoneDifficulty Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.HasValidMissionData
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTheaterMapTile::HasValidMissionData() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "HasValidMissionData");
|
|
|
|
Params::FortTheaterMapTile_HasValidMissionData Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.IsTileHidden
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTheaterMapTile::IsTileHidden() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "IsTileHidden");
|
|
|
|
Params::FortTheaterMapTile_IsTileHidden Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.IsTileLocked
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTheaterMapTile::IsTileLocked() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "IsTileLocked");
|
|
|
|
Params::FortTheaterMapTile_IsTileLocked Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.IsTilePlayable
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTheaterMapTile::IsTilePlayable() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "IsTilePlayable");
|
|
|
|
Params::FortTheaterMapTile_IsTilePlayable Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTheaterMapTile.IsTileSelectable
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool AFortTheaterMapTile::IsTileSelectable() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTheaterMapTile", "IsTileSelectable");
|
|
|
|
Params::FortTheaterMapTile_IsTileSelectable Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatParticleActor.OnThreatCloudsChanged
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<struct FThreatLocationInfo>&ThreatLocationInfo (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
void AFortThreatParticleActor::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatParticleActor", "OnThreatCloudsChanged");
|
|
|
|
Params::FortThreatParticleActor_OnThreatCloudsChanged Parms{};
|
|
|
|
Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortThreatParticleActor.GetThreatClouds
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FThreatLocationInfo> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FThreatLocationInfo> AFortThreatParticleActor::GetThreatClouds() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortThreatParticleActor", "GetThreatClouds");
|
|
|
|
Params::FortThreatParticleActor_GetThreatClouds Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbilityTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForToken");
|
|
|
|
Params::FortGameplayAbilityTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpec
|
|
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpec(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpec");
|
|
|
|
Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpec Parms{};
|
|
|
|
Parms.Spec = std::move(Spec);
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpecInternal
|
|
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
|
|
// Parameters:
|
|
// const struct FGameplayAbilitySpec& Spec (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpecInternal(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpecInternal");
|
|
|
|
Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpecInternal Parms{};
|
|
|
|
Parms.Spec = std::move(Spec);
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGameplayAbilityTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGameplayAbilityTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortGameplayAbilityTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTextForToken
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FName& Token (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutText (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGadgetItemDefinitionTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const class FName& Token, class FText* OutText) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTextForToken");
|
|
|
|
Params::FortGadgetItemDefinitionTooltip_GetTextForToken Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
Parms.Token = Token;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutText != nullptr)
|
|
*OutText = std::move(Parms.OutText);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortGadgetItemDefinitionTooltip.GetTokenizedDescriptionText
|
|
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const class UObject* ObjectToDescribe (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
// const class UFortTooltipContext* Context (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FText* OutDescription (Parm, OutParm, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
bool UFortGadgetItemDefinitionTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, class FText* OutDescription) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortGadgetItemDefinitionTooltip", "GetTokenizedDescriptionText");
|
|
|
|
Params::FortGadgetItemDefinitionTooltip_GetTokenizedDescriptionText Parms{};
|
|
|
|
Parms.ObjectToDescribe = ObjectToDescribe;
|
|
Parms.Tag = std::move(Tag);
|
|
Parms.Context = Context;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
if (OutDescription != nullptr)
|
|
*OutDescription = std::move(Parms.OutDescription);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTracerBase.Init
|
|
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FVector& Start (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FVector& End (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTracerBase::Init(const struct FVector& Start, const struct FVector& End)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTracerBase", "Init");
|
|
|
|
Params::FortTracerBase_Init Parms{};
|
|
|
|
Parms.Start = std::move(Start);
|
|
Parms.End = std::move(End);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTracerBase.OnInitTracerDistance
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortTracerBase::OnInitTracerDistance(float Distance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTracerBase", "OnInitTracerDistance");
|
|
|
|
Params::FortTracerBase_OnInitTracerDistance Parms{};
|
|
|
|
Parms.Distance = Distance;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortTracerBase.OnRep_TracerDistance
|
|
// (Final, Native, Private)
|
|
|
|
void AFortTracerBase::OnRep_TracerDistance()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortTracerBase", "OnRep_TracerDistance");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortUIManagerInterface.KillConfirmation
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void IFortUIManagerInterface::KillConfirmation()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortUIManagerInterface", "KillConfirmation");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.OnRep_MiniMapData
|
|
// (Final, Native, Private)
|
|
|
|
void UFortMiniMapComponent::OnRep_MiniMapData()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "OnRep_MiniMapData");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIcon
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIcon(class UTexture2D* MiniMapIcon)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIcon");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIcon Parms{};
|
|
|
|
Parms.MiniMapIcon = MiniMapIcon;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColor
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLinearColor& InColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIconColor(const struct FLinearColor& InColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColor");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIconColor Parms{};
|
|
|
|
Parms.InColor = std::move(InColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColorPulsesPerSecond
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIconColorPulsesPerSecond(float ColorPulsesPerSecond)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColorPulsesPerSecond");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIconColorPulsesPerSecond Parms{};
|
|
|
|
Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconPulseColor
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIconPulseColor(const struct FLinearColor& PulseColor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconPulseColor");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIconPulseColor Parms{};
|
|
|
|
Parms.PulseColor = std::move(PulseColor);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconSizePulsesPerSecond
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIconSizePulsesPerSecond(float SizePulsesPerSecond)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconSizePulsesPerSecond");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIconSizePulsesPerSecond Parms{};
|
|
|
|
Parms.SizePulsesPerSecond = SizePulsesPerSecond;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapIndicatorIsVisible
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool bVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapIndicatorIsVisible(bool bVisible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIndicatorIsVisible");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapIndicatorIsVisible Parms{};
|
|
|
|
Parms.bVisible = bVisible;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetMiniMapViewableDistance
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float ViewDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetMiniMapViewableDistance(float ViewDistance)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapViewableDistance");
|
|
|
|
Params::FortMiniMapComponent_SetMiniMapViewableDistance Parms{};
|
|
|
|
Parms.ViewDistance = ViewDistance;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortMiniMapComponent.SetupMiniMapComponent
|
|
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
|
|
// Parameters:
|
|
// class UTexture2D* MiniMapIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& IconColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// const struct FLinearColor& PulseColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
// float ColorPulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float SizePulsesPerSecond (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UFortMiniMapComponent::SetupMiniMapComponent(class UTexture2D* MiniMapIcon, const struct FLinearColor& IconColor, const struct FLinearColor& PulseColor, float ColorPulsesPerSecond, float SizePulsesPerSecond)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortMiniMapComponent", "SetupMiniMapComponent");
|
|
|
|
Params::FortMiniMapComponent_SetupMiniMapComponent Parms{};
|
|
|
|
Parms.MiniMapIcon = MiniMapIcon;
|
|
Parms.IconColor = std::move(IconColor);
|
|
Parms.PulseColor = std::move(PulseColor);
|
|
Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;
|
|
Parms.SizePulsesPerSecond = SizePulsesPerSecond;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnEquip
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortWeapon* OldWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPOnEquip(class AFortWeapon* OldWeapon)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnEquip");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPOnEquip Parms{};
|
|
|
|
Parms.OldWeapon = OldWeapon;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnSetDecoObjectPreview
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPOnSetDecoObjectPreview(class AFortDecoHelper* FortDecoHelper)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnSetDecoObjectPreview");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPOnSetDecoObjectPreview Parms{};
|
|
|
|
Parms.FortDecoHelper = FortDecoHelper;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnUnEquip
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPOnUnEquip()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnUnEquip");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressSecondaryFire
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPPressSecondaryFire(class AFortDecoHelper* FortDecoHelper)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressSecondaryFire");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPPressSecondaryFire Parms{};
|
|
|
|
Parms.FortDecoHelper = FortDecoHelper;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressTrigger
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPPressTrigger(class AFortDecoHelper* FortDecoHelper)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressTrigger");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPPressTrigger Parms{};
|
|
|
|
Parms.FortDecoHelper = FortDecoHelper;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseSecondaryFire
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPReleaseSecondaryFire(class AFortDecoHelper* FortDecoHelper)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseSecondaryFire");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPReleaseSecondaryFire Parms{};
|
|
|
|
Parms.FortDecoHelper = FortDecoHelper;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseTrigger
|
|
// (Native, Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortDecoHelper* FortDecoHelper (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPReleaseTrigger(class AFortDecoHelper* FortDecoHelper)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseTrigger");
|
|
|
|
Params::FortCustomizableAbilityDecoTool_BPReleaseTrigger Parms{};
|
|
|
|
Parms.FortDecoHelper = FortDecoHelper;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerPressSecondaryFire
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPServerPressSecondaryFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerPressSecondaryFire");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerReleaseSecondaryFire
|
|
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
|
|
|
|
void AFortCustomizableAbilityDecoTool::BPServerReleaseSecondaryFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerReleaseSecondaryFire");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressSecondaryFire
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortCustomizableAbilityDecoTool::ServerPressSecondaryFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressSecondaryFire");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressTrigger
|
|
// (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
|
|
void AFortCustomizableAbilityDecoTool::ServerPressTrigger()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressTrigger");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseSecondaryFire
|
|
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
|
|
|
|
void AFortCustomizableAbilityDecoTool::ServerReleaseSecondaryFire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseSecondaryFire");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseTrigger
|
|
// (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
|
|
|
|
void AFortCustomizableAbilityDecoTool::ServerReleaseTrigger()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseTrigger");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.FortWeap_EditingTool.OnRep_EditActor
|
|
// (Final, Native, Private)
|
|
|
|
void AFortWeap_EditingTool::OnRep_EditActor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("FortWeap_EditingTool", "OnRep_EditActor");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseWorker.GetWorkerItem
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UFortWorker* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UFortWorker* UHomeBaseWorker::GetWorkerItem() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseWorker", "GetWorkerItem");
|
|
|
|
Params::HomeBaseWorker_GetWorkerItem Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseCommandCenterBuilding.CollectProducedResources
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UHomeBaseCommandCenterBuilding::CollectProducedResources()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "CollectProducedResources");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.HomeBaseCommandCenterBuilding.GetProducedResources
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<struct FHomeBaseProducedResources>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
TArray<struct FHomeBaseProducedResources> UHomeBaseCommandCenterBuilding::GetProducedResources() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("HomeBaseCommandCenterBuilding", "GetProducedResources");
|
|
|
|
Params::HomeBaseCommandCenterBuilding_GetProducedResources Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMesh
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TSubclassOf<class AActor> BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class USkeletalMesh* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class USkeletalMesh* ALevelTestingActorBase::ExtractSkeletalMesh(TSubclassOf<class AActor> BlueprintClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMesh");
|
|
|
|
Params::LevelTestingActorBase_ExtractSkeletalMesh Parms{};
|
|
|
|
Parms.BlueprintClass = BlueprintClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.LevelTestingActorBase.ExtractSkeletalMeshScale
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// TSubclassOf<class AActor> BlueprintClass (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
|
|
|
|
struct FVector ALevelTestingActorBase::ExtractSkeletalMeshScale(TSubclassOf<class AActor> BlueprintClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("LevelTestingActorBase", "ExtractSkeletalMeshScale");
|
|
|
|
Params::LevelTestingActorBase_ExtractSkeletalMeshScale Parms{};
|
|
|
|
Parms.BlueprintClass = BlueprintClass;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ManorPortal.BlueprintOnUnlockPortalComplete
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void AManorPortal::BlueprintOnUnlockPortalComplete()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("ManorPortal", "BlueprintOnUnlockPortalComplete");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function FortniteGame.ManorPortal.GetCurrencyCost
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 AManorPortal::GetCurrencyCost(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "GetCurrencyCost");
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Params::ManorPortal_GetCurrencyCost Parms{};
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Parms.Player = Player;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.ManorPortal.GetPlayerCurrencyAmount
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 AManorPortal::GetPlayerCurrencyAmount(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "GetPlayerCurrencyAmount");
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Params::ManorPortal_GetPlayerCurrencyAmount Parms{};
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Parms.Player = Player;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.ManorPortal.IsPortalUnlocked
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AManorPortal::IsPortalUnlocked(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "IsPortalUnlocked");
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Params::ManorPortal_IsPortalUnlocked Parms{};
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Parms.Player = Player;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.ManorPortal.IsProfileValidToReadPortalAvailability
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool AManorPortal::IsProfileValidToReadPortalAvailability(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "IsProfileValidToReadPortalAvailability");
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Params::ManorPortal_IsProfileValidToReadPortalAvailability Parms{};
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Parms.Player = Player;
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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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return Parms.ReturnValue;
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}
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// Function FortniteGame.ManorPortal.OpenUnlockMenu
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void AManorPortal::OpenUnlockMenu(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "OpenUnlockMenu");
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Params::ManorPortal_OpenUnlockMenu Parms{};
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Parms.Player = Player;
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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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// Function FortniteGame.ManorPortal.UnlockPortal
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AFortPlayerController* Player (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void AManorPortal::UnlockPortal(class AFortPlayerController* Player)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("ManorPortal", "UnlockPortal");
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Params::ManorPortal_UnlockPortal Parms{};
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Parms.Player = Player;
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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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#pragma pack(pop)
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