Files
Alphanium/CppSDK/SDK/LevelSequence_functions.cpp

339 lines
10 KiB
C++

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