#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" namespace SDK { // Function LevelSequence.LevelSequenceBurnInOptions.SetBurnIn // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FSoftClassPath InBurnInClass (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void ULevelSequenceBurnInOptions::SetBurnIn(const struct FSoftClassPath& InBurnInClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceBurnInOptions", "SetBurnIn"); Params::LevelSequenceBurnInOptions_SetBurnIn Parms{}; Parms.InBurnInClass = std::move(InBurnInClass); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.AddBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::AddBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor, bool bAllowBindingsFromAsset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "AddBinding"); Params::LevelSequenceActor_AddBinding Parms{}; Parms.Binding = std::move(Binding); Parms.Actor = Actor; Parms.bAllowBindingsFromAsset = bAllowBindingsFromAsset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // DelegateFunction LevelSequence.LevelSequenceActor.OnLevelSequenceLoaded__DelegateSignature // (Public, Delegate) void ALevelSequenceActor::OnLevelSequenceLoaded__DelegateSignature() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "OnLevelSequenceLoaded__DelegateSignature"); UObject::ProcessEvent(Func, nullptr); } // Function LevelSequence.LevelSequenceActor.RemoveBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::RemoveBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "RemoveBinding"); Params::LevelSequenceActor_RemoveBinding Parms{}; Parms.Binding = std::move(Binding); Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.ResetBinding // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::ResetBinding(const struct FMovieSceneObjectBindingID& Binding) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "ResetBinding"); Params::LevelSequenceActor_ResetBinding Parms{}; Parms.Binding = std::move(Binding); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.ResetBindings // (Final, Native, Public, BlueprintCallable) void ALevelSequenceActor::ResetBindings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "ResetBindings"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.SetBinding // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, const TArray& Actors, bool bAllowBindingsFromAsset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "SetBinding"); Params::LevelSequenceActor_SetBinding Parms{}; Parms.Binding = std::move(Binding); Parms.Actors = std::move(Actors); Parms.bAllowBindingsFromAsset = bAllowBindingsFromAsset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.SetEventReceivers // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray AdditionalReceivers (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void ALevelSequenceActor::SetEventReceivers(const TArray& AdditionalReceivers) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "SetEventReceivers"); Params::LevelSequenceActor_SetEventReceivers Parms{}; Parms.AdditionalReceivers = std::move(AdditionalReceivers); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequenceActor.SetReplicatePlayback // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReplicatePlayback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::SetReplicatePlayback(bool ReplicatePlayback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "SetReplicatePlayback"); Params::LevelSequenceActor_SetReplicatePlayback Parms{}; Parms.ReplicatePlayback = ReplicatePlayback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // 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; } // Function LevelSequence.LevelSequenceActor.GetSequence // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULevelSequence* ALevelSequenceActor::GetSequence() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "GetSequence"); Params::LevelSequenceActor_GetSequence Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequenceActor.GetSequencePlayer // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULevelSequencePlayer* ALevelSequenceActor::GetSequencePlayer() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "GetSequencePlayer"); Params::LevelSequenceActor_GetSequencePlayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequenceActor.LoadSequence // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULevelSequence* ALevelSequenceActor::LoadSequence() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "LoadSequence"); Params::LevelSequenceActor_LoadSequence Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequenceBurnIn.SetSettings // (Event, Public, BlueprintEvent) // Parameters: // class UObject* InSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULevelSequenceBurnIn::SetSettings(class UObject* InSettings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceBurnIn", "SetSettings"); Params::LevelSequenceBurnIn_SetSettings Parms{}; Parms.InSettings = InSettings; UObject::ProcessEvent(Func, &Parms); } // Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // TSubclassOfReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf ULevelSequenceBurnIn::GetSettingsClass() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceBurnIn", "GetSettingsClass"); Params::LevelSequenceBurnIn_GetSettingsClass Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequenceDirector.OnCreated // (Event, Public, BlueprintEvent) void ULevelSequenceDirector::OnCreated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceDirector", "OnCreated"); UObject::ProcessEvent(Func, nullptr); } // Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ULevelSequence* LevelSequence (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FMovieSceneSequencePlaybackSettingsSettings (Parm, NoDestructor, NativeAccessSpecifierPublic) // class ALevelSequenceActor* OutActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence, const struct FMovieSceneSequencePlaybackSettings& Settings, class ALevelSequenceActor** OutActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("LevelSequencePlayer", "CreateLevelSequencePlayer"); Params::LevelSequencePlayer_CreateLevelSequencePlayer Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LevelSequence = LevelSequence; Parms.Settings = std::move(Settings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActor != nullptr) *OutActor = Parms.OutActor; return Parms.ReturnValue; } }