Files
UnrealEvent/Aeon-740/SDK/LevelSequence_functions.cpp
2024-10-18 01:01:36 +01:00

434 lines
14 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"
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<class AActor*> Actors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bAllowBindingsFromAsset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ALevelSequenceActor::SetBinding(const struct FMovieSceneObjectBindingID& Binding, const TArray<class AActor*>& 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<class AActor*> AdditionalReceivers (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void ALevelSequenceActor::SetEventReceivers(const TArray<class AActor*>& 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:
// TSubclassOf<class ULevelSequenceBurnInInitSettings>ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class ULevelSequenceBurnInInitSettings> 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;
}
}