mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
434 lines
14 KiB
C++
434 lines
14 KiB
C++
#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: LevelSequence
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#include "Basic.hpp"
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#include "LevelSequence_classes.hpp"
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#include "LevelSequence_parameters.hpp"
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namespace SDK
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{
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// Function LevelSequence.LevelSequenceBurnInOptions.SetBurnIn
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// (Final, Native, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// struct FSoftClassPath InBurnInClass (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
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void ULevelSequenceBurnInOptions::SetBurnIn(const struct FSoftClassPath& InBurnInClass)
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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("LevelSequenceBurnInOptions", "SetBurnIn");
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Params::LevelSequenceBurnInOptions_SetBurnIn Parms{};
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Parms.InBurnInClass = std::move(InBurnInClass);
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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 LevelSequence.LevelSequenceActor.AddBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::AddBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor, bool bAllowBindingsFromAsset)
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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("LevelSequenceActor", "AddBinding");
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Params::LevelSequenceActor_AddBinding Parms{};
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Parms.Binding = std::move(Binding);
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Parms.Actor = Actor;
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Parms.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
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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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// DelegateFunction LevelSequence.LevelSequenceActor.OnLevelSequenceLoaded__DelegateSignature
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// (Public, Delegate)
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void ALevelSequenceActor::OnLevelSequenceLoaded__DelegateSignature()
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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("LevelSequenceActor", "OnLevelSequenceLoaded__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LevelSequence.LevelSequenceActor.RemoveBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::RemoveBinding(const struct FMovieSceneObjectBindingID& Binding, class AActor* Actor)
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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("LevelSequenceActor", "RemoveBinding");
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Params::LevelSequenceActor_RemoveBinding Parms{};
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Parms.Binding = std::move(Binding);
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Parms.Actor = Actor;
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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 LevelSequence.LevelSequenceActor.ResetBinding
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::ResetBinding(const struct FMovieSceneObjectBindingID& Binding)
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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("LevelSequenceActor", "ResetBinding");
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Params::LevelSequenceActor_ResetBinding Parms{};
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Parms.Binding = std::move(Binding);
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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 LevelSequence.LevelSequenceActor.ResetBindings
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// (Final, Native, Public, BlueprintCallable)
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void ALevelSequenceActor::ResetBindings()
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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("LevelSequenceActor", "ResetBindings");
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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 LevelSequence.LevelSequenceActor.SetBinding
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// (Final, Native, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// struct FMovieSceneObjectBindingID Binding (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TArray<class AActor*> Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
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// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, const TArray<class AActor*>& Actors, bool bAllowBindingsFromAsset)
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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("LevelSequenceActor", "SetBinding");
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Params::LevelSequenceActor_SetBinding Parms{};
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Parms.Binding = std::move(Binding);
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Parms.Actors = std::move(Actors);
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Parms.bAllowBindingsFromAsset = bAllowBindingsFromAsset;
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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 LevelSequence.LevelSequenceActor.SetEventReceivers
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// TArray<class AActor*> AdditionalReceivers (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::SetEventReceivers(const TArray<class AActor*>& AdditionalReceivers)
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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("LevelSequenceActor", "SetEventReceivers");
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Params::LevelSequenceActor_SetEventReceivers Parms{};
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Parms.AdditionalReceivers = std::move(AdditionalReceivers);
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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 LevelSequence.LevelSequenceActor.SetReplicatePlayback
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool ReplicatePlayback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::SetReplicatePlayback(bool ReplicatePlayback)
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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("LevelSequenceActor", "SetReplicatePlayback");
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Params::LevelSequenceActor_SetReplicatePlayback Parms{};
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Parms.ReplicatePlayback = ReplicatePlayback;
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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 LevelSequence.LevelSequenceActor.SetSequence
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class ULevelSequence* InSequence (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ALevelSequenceActor::SetSequence(class ULevelSequence* InSequence)
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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("LevelSequenceActor", "SetSequence");
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Params::LevelSequenceActor_SetSequence Parms{};
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Parms.InSequence = InSequence;
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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 LevelSequence.LevelSequenceActor.GetSequence
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class ULevelSequence* ALevelSequenceActor::GetSequence() const
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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("LevelSequenceActor", "GetSequence");
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Params::LevelSequenceActor_GetSequence 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 LevelSequence.LevelSequenceActor.GetSequencePlayer
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class ULevelSequencePlayer* ALevelSequenceActor::GetSequencePlayer() const
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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("LevelSequenceActor", "GetSequencePlayer");
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Params::LevelSequenceActor_GetSequencePlayer 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 LevelSequence.LevelSequenceActor.LoadSequence
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class ULevelSequence* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class ULevelSequence* ALevelSequenceActor::LoadSequence() const
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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("LevelSequenceActor", "LoadSequence");
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Params::LevelSequenceActor_LoadSequence 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 LevelSequence.LevelSequenceBurnIn.SetSettings
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class UObject* InSettings (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void ULevelSequenceBurnIn::SetSettings(class UObject* InSettings)
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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("LevelSequenceBurnIn", "SetSettings");
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Params::LevelSequenceBurnIn_SetSettings Parms{};
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Parms.InSettings = InSettings;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LevelSequence.LevelSequenceBurnIn.GetSettingsClass
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// (Native, Event, Public, BlueprintEvent, Const)
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// Parameters:
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// TSubclassOf<class ULevelSequenceBurnInInitSettings>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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TSubclassOf<class ULevelSequenceBurnInInitSettings> ULevelSequenceBurnIn::GetSettingsClass() const
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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("LevelSequenceBurnIn", "GetSettingsClass");
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Params::LevelSequenceBurnIn_GetSettingsClass 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 LevelSequence.LevelSequenceDirector.OnCreated
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// (Event, Public, BlueprintEvent)
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void ULevelSequenceDirector::OnCreated()
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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("LevelSequenceDirector", "OnCreated");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class ULevelSequence* LevelSequence (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FMovieSceneSequencePlaybackSettingsSettings (Parm, NoDestructor, NativeAccessSpecifierPublic)
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// class ALevelSequenceActor* OutActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence, const struct FMovieSceneSequencePlaybackSettings& Settings, class ALevelSequenceActor** OutActor)
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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 = StaticClass()->GetFunction("LevelSequencePlayer", "CreateLevelSequencePlayer");
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Params::LevelSequencePlayer_CreateLevelSequencePlayer Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.LevelSequence = LevelSequence;
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Parms.Settings = std::move(Settings);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (OutActor != nullptr)
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*OutActor = Parms.OutActor;
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return Parms.ReturnValue;
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}
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}
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