Files
EscapeTheBackrooms_Internal/EscapeTheBackroomsGUiTest/SDK/SDK/ChaosVehicles_functions.cpp
2024-04-20 14:19:09 +02:00

1200 lines
39 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ChaosVehicles.ChaosVehicleMovementComponent
// (None)
class UClass* UChaosVehicleMovementComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosVehicleMovementComponent");
return Clss;
}
// ChaosVehicleMovementComponent ChaosVehicles.Default__ChaosVehicleMovementComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosVehicleMovementComponent* UChaosVehicleMovementComponent::GetDefaultObj()
{
static class UChaosVehicleMovementComponent* Default = nullptr;
if (!Default)
Default = static_cast<UChaosVehicleMovementComponent*>(UChaosVehicleMovementComponent::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetYawInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Yaw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetYawInput(float Yaw)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetYawInput");
Params::UChaosVehicleMovementComponent_SetYawInput_Params Parms{};
Parms.Yaw = Yaw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetUseAutomaticGears
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bUseAuto (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetUseAutomaticGears(bool bUseAuto)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetUseAutomaticGears");
Params::UChaosVehicleMovementComponent_SetUseAutomaticGears_Params Parms{};
Parms.bUseAuto = bUseAuto;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetThrottleInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Throttle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetThrottleInput(float Throttle)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetThrottleInput");
Params::UChaosVehicleMovementComponent_SetThrottleInput_Params Parms{};
Parms.Throttle = Throttle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetTargetGear
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 GearNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bImmediate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetTargetGear(int32 GearNum, bool bImmediate)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetTargetGear");
Params::UChaosVehicleMovementComponent_SetTargetGear_Params Parms{};
Parms.GearNum = GearNum;
Parms.bImmediate = bImmediate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetSteeringInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Steering (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetSteeringInput(float Steering)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetSteeringInput");
Params::UChaosVehicleMovementComponent_SetSteeringInput_Params Parms{};
Parms.Steering = Steering;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetRollInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Roll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetRollInput(float Roll)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetRollInput");
Params::UChaosVehicleMovementComponent_SetRollInput_Params Parms{};
Parms.Roll = Roll;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetPitchInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Pitch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetPitchInput(float Pitch)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetPitchInput");
Params::UChaosVehicleMovementComponent_SetPitchInput_Params Parms{};
Parms.Pitch = Pitch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetHandbrakeInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewHandbrake (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetHandbrakeInput(bool bNewHandbrake)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetHandbrakeInput");
Params::UChaosVehicleMovementComponent_SetHandbrakeInput_Params Parms{};
Parms.bNewHandbrake = bNewHandbrake;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetChangeUpInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewGearUp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetChangeUpInput(bool bNewGearUp)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetChangeUpInput");
Params::UChaosVehicleMovementComponent_SetChangeUpInput_Params Parms{};
Parms.bNewGearUp = bNewGearUp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetChangeDownInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bNewGearDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetChangeDownInput(bool bNewGearDown)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetChangeDownInput");
Params::UChaosVehicleMovementComponent_SetChangeDownInput_Params Parms{};
Parms.bNewGearDown = bNewGearDown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.SetBrakeInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Brake (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::SetBrakeInput(float Brake)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "SetBrakeInput");
Params::UChaosVehicleMovementComponent_SetBrakeInput_Params Parms{};
Parms.Brake = Brake;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.ServerUpdateState
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// float InSteeringInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InThrottleInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InBrakeInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHandbrakeInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InCurrentGear (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InRollInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPitchInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InYawInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int32 InCurrentGear, float InRollInput, float InPitchInput, float InYawInput)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "ServerUpdateState");
Params::UChaosVehicleMovementComponent_ServerUpdateState_Params Parms{};
Parms.InSteeringInput = InSteeringInput;
Parms.InThrottleInput = InThrottleInput;
Parms.InBrakeInput = InBrakeInput;
Parms.InHandbrakeInput = InHandbrakeInput;
Parms.InCurrentGear = InCurrentGear;
Parms.InRollInput = InRollInput;
Parms.InPitchInput = InPitchInput;
Parms.InYawInput = InYawInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.IncreaseThrottleInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ThrottleDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::IncreaseThrottleInput(float ThrottleDelta)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "IncreaseThrottleInput");
Params::UChaosVehicleMovementComponent_IncreaseThrottleInput_Params Parms{};
Parms.ThrottleDelta = ThrottleDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.GetUseAutoGears
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UChaosVehicleMovementComponent::GetUseAutoGears()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "GetUseAutoGears");
Params::UChaosVehicleMovementComponent_GetUseAutoGears_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.GetTargetGear
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UChaosVehicleMovementComponent::GetTargetGear()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "GetTargetGear");
Params::UChaosVehicleMovementComponent_GetTargetGear_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.GetForwardSpeedMPH
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosVehicleMovementComponent::GetForwardSpeedMPH()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "GetForwardSpeedMPH");
Params::UChaosVehicleMovementComponent_GetForwardSpeedMPH_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.GetForwardSpeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosVehicleMovementComponent::GetForwardSpeed()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "GetForwardSpeed");
Params::UChaosVehicleMovementComponent_GetForwardSpeed_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.GetCurrentGear
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UChaosVehicleMovementComponent::GetCurrentGear()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "GetCurrentGear");
Params::UChaosVehicleMovementComponent_GetCurrentGear_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.EnableSelfRighting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::EnableSelfRighting(bool InState)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "EnableSelfRighting");
Params::UChaosVehicleMovementComponent_EnableSelfRighting_Params Parms{};
Parms.InState = InState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosVehicleMovementComponent.DecreaseThrottleInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ThrottleDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosVehicleMovementComponent::DecreaseThrottleInput(float ThrottleDelta)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleMovementComponent", "DecreaseThrottleInput");
Params::UChaosVehicleMovementComponent_DecreaseThrottleInput_Params Parms{};
Parms.ThrottleDelta = ThrottleDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Class ChaosVehicles.ChaosVehicleWheel
// (None)
class UClass* UChaosVehicleWheel::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosVehicleWheel");
return Clss;
}
// ChaosVehicleWheel ChaosVehicles.Default__ChaosVehicleWheel
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosVehicleWheel* UChaosVehicleWheel::GetDefaultObj()
{
static class UChaosVehicleWheel* Default = nullptr;
if (!Default)
Default = static_cast<UChaosVehicleWheel*>(UChaosVehicleWheel::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosVehicles.ChaosVehicleWheel.IsInAir
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UChaosVehicleWheel::IsInAir()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleWheel", "IsInAir");
Params::UChaosVehicleWheel_IsInAir_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleWheel.GetSuspensionOffset
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosVehicleWheel::GetSuspensionOffset()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleWheel", "GetSuspensionOffset");
Params::UChaosVehicleWheel_GetSuspensionOffset_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleWheel.GetSteerAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosVehicleWheel::GetSteerAngle()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleWheel", "GetSteerAngle");
Params::UChaosVehicleWheel_GetSteerAngle_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleWheel.GetRotationAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosVehicleWheel::GetRotationAngle()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleWheel", "GetRotationAngle");
Params::UChaosVehicleWheel_GetRotationAngle_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosVehicleWheel.GetAxleType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// enum class EAxleType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
enum class EAxleType UChaosVehicleWheel::GetAxleType()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosVehicleWheel", "GetAxleType");
Params::UChaosVehicleWheel_GetAxleType_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class ChaosVehicles.ChaosWheeledVehicleMovementComponent
// (None)
class UClass* UChaosWheeledVehicleMovementComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosWheeledVehicleMovementComponent");
return Clss;
}
// ChaosWheeledVehicleMovementComponent ChaosVehicles.Default__ChaosWheeledVehicleMovementComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosWheeledVehicleMovementComponent* UChaosWheeledVehicleMovementComponent::GetDefaultObj()
{
static class UChaosWheeledVehicleMovementComponent* Default = nullptr;
if (!Default)
Default = static_cast<UChaosWheeledVehicleMovementComponent*>(UChaosWheeledVehicleMovementComponent::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.MakeWheelStatus
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// bool bInContact (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ContactPoint (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPhysicalMaterial* PhysMaterial (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float NormalizedSuspensionLength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SpringForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsSlipping (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SlipMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsSkidding (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SkidMagnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector SkidNormal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FWheelStatus ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)
struct FWheelStatus UChaosWheeledVehicleMovementComponent::MakeWheelStatus(bool bInContact, struct FVector* ContactPoint, class UPhysicalMaterial* PhysMaterial, float NormalizedSuspensionLength, float SpringForce, bool bIsSlipping, float SlipMagnitude, bool bIsSkidding, float SkidMagnitude, struct FVector* SkidNormal)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "MakeWheelStatus");
Params::UChaosWheeledVehicleMovementComponent_MakeWheelStatus_Params Parms{};
Parms.bInContact = bInContact;
Parms.PhysMaterial = PhysMaterial;
Parms.NormalizedSuspensionLength = NormalizedSuspensionLength;
Parms.SpringForce = SpringForce;
Parms.bIsSlipping = bIsSlipping;
Parms.SlipMagnitude = SlipMagnitude;
Parms.bIsSkidding = bIsSkidding;
Parms.SkidMagnitude = SkidMagnitude;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ContactPoint != nullptr)
*ContactPoint = std::move(Parms.ContactPoint);
if (SkidNormal != nullptr)
*SkidNormal = std::move(Parms.SkidNormal);
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.GetWheelState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 WheelIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FWheelStatus ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
struct FWheelStatus UChaosWheeledVehicleMovementComponent::GetWheelState(int32 WheelIndex)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "GetWheelState");
Params::UChaosWheeledVehicleMovementComponent_GetWheelState_Params Parms{};
Parms.WheelIndex = WheelIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.GetNumWheels
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UChaosWheeledVehicleMovementComponent::GetNumWheels()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "GetNumWheels");
Params::UChaosWheeledVehicleMovementComponent_GetNumWheels_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.GetEngineRotationSpeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosWheeledVehicleMovementComponent::GetEngineRotationSpeed()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "GetEngineRotationSpeed");
Params::UChaosWheeledVehicleMovementComponent_GetEngineRotationSpeed_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.GetEngineMaxRotationSpeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UChaosWheeledVehicleMovementComponent::GetEngineMaxRotationSpeed()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "GetEngineMaxRotationSpeed");
Params::UChaosWheeledVehicleMovementComponent_GetEngineMaxRotationSpeed_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.EnableWheelFriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosWheeledVehicleMovementComponent::EnableWheelFriction(bool InState)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "EnableWheelFriction");
Params::UChaosWheeledVehicleMovementComponent_EnableWheelFriction_Params Parms{};
Parms.InState = InState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.EnableSuspension
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosWheeledVehicleMovementComponent::EnableSuspension(bool InState)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "EnableSuspension");
Params::UChaosWheeledVehicleMovementComponent_EnableSuspension_Params Parms{};
Parms.InState = InState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.EnableMechanicalSim
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosWheeledVehicleMovementComponent::EnableMechanicalSim(bool InState)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "EnableMechanicalSim");
Params::UChaosWheeledVehicleMovementComponent_EnableMechanicalSim_Params Parms{};
Parms.InState = InState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosVehicles.ChaosWheeledVehicleMovementComponent.BreakWheelStatus
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FWheelStatus Status (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool bInContact (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ContactPoint (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPhysicalMaterial* PhysMaterial (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float NormalizedSuspensionLength (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SpringForce (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsSlipping (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SlipMagnitude (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIsSkidding (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SkidMagnitude (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector SkidNormal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UChaosWheeledVehicleMovementComponent::BreakWheelStatus(struct FWheelStatus& Status, bool* bInContact, struct FVector* ContactPoint, class UPhysicalMaterial** PhysMaterial, float* NormalizedSuspensionLength, float* SpringForce, bool* bIsSlipping, float* SlipMagnitude, bool* bIsSkidding, float* SkidMagnitude, struct FVector* SkidNormal)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosWheeledVehicleMovementComponent", "BreakWheelStatus");
Params::UChaosWheeledVehicleMovementComponent_BreakWheelStatus_Params Parms{};
Parms.Status = Status;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (bInContact != nullptr)
*bInContact = Parms.bInContact;
if (ContactPoint != nullptr)
*ContactPoint = std::move(Parms.ContactPoint);
if (PhysMaterial != nullptr)
*PhysMaterial = Parms.PhysMaterial;
if (NormalizedSuspensionLength != nullptr)
*NormalizedSuspensionLength = Parms.NormalizedSuspensionLength;
if (SpringForce != nullptr)
*SpringForce = Parms.SpringForce;
if (bIsSlipping != nullptr)
*bIsSlipping = Parms.bIsSlipping;
if (SlipMagnitude != nullptr)
*SlipMagnitude = Parms.SlipMagnitude;
if (bIsSkidding != nullptr)
*bIsSkidding = Parms.bIsSkidding;
if (SkidMagnitude != nullptr)
*SkidMagnitude = Parms.SkidMagnitude;
if (SkidNormal != nullptr)
*SkidNormal = std::move(Parms.SkidNormal);
}
// Class ChaosVehicles.VehicleAnimationInstance
// (None)
class UClass* UVehicleAnimationInstance::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("VehicleAnimationInstance");
return Clss;
}
// VehicleAnimationInstance ChaosVehicles.Default__VehicleAnimationInstance
// (Public, ClassDefaultObject, ArchetypeObject)
class UVehicleAnimationInstance* UVehicleAnimationInstance::GetDefaultObj()
{
static class UVehicleAnimationInstance* Default = nullptr;
if (!Default)
Default = static_cast<UVehicleAnimationInstance*>(UVehicleAnimationInstance::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosVehicles.VehicleAnimationInstance.GetVehicle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AWheeledVehiclePawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AWheeledVehiclePawn* UVehicleAnimationInstance::GetVehicle()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("VehicleAnimationInstance", "GetVehicle");
Params::UVehicleAnimationInstance_GetVehicle_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class ChaosVehicles.WheeledVehiclePawn
// (Actor, Pawn)
class UClass* AWheeledVehiclePawn::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("WheeledVehiclePawn");
return Clss;
}
// WheeledVehiclePawn ChaosVehicles.Default__WheeledVehiclePawn
// (Public, ClassDefaultObject, ArchetypeObject)
class AWheeledVehiclePawn* AWheeledVehiclePawn::GetDefaultObj()
{
static class AWheeledVehiclePawn* Default = nullptr;
if (!Default)
Default = static_cast<AWheeledVehiclePawn*>(AWheeledVehiclePawn::StaticClass()->DefaultObject);
return Default;
}
}