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

505 lines
31 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_Antize.BP_Antize_C
// (None)
class UClass* UBP_Antize_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_Antize_C");
return Clss;
}
// BP_Antize_C BP_Antize.Default__BP_Antize_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_Antize_C* UBP_Antize_C::GetDefaultObj()
{
static class UBP_Antize_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_Antize_C*>(UBP_Antize_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_Antize.BP_Antize_C.Save Slot
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_MySaveGame_C* SaveGame (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Save_Slot(class UBP_MySaveGame_C* SaveGame, class UObject* __WorldContext, bool* Success, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Save Slot");
Params::UBP_Antize_C_Save_Slot_Params Parms{};
Parms.SaveGame = SaveGame;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
// Function BP_Antize.BP_Antize_C.Load Saves
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Load_Saves(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame, class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Load Saves");
Params::UBP_Antize_C_Load_Saves_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
Parms.CallFunc_Create_New_Save_File_SaveGame = CallFunc_Create_New_Save_File_SaveGame;
Parms.K2Node_DynamicCast_AsBP_My_Save_Game = K2Node_DynamicCast_AsBP_My_Save_Game;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_Antize.BP_Antize_C.Finished Level Lobby Hard
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Finished_Level_Lobby_Hard(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Hard");
Params::UBP_Antize_C_Finished_Level_Lobby_Hard_Params Parms{};
Parms.LevelIndex = LevelIndex;
Parms.Time = Time;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.Finished Level Lobby Normal
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Finished_Level_Lobby_Normal(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Normal");
Params::UBP_Antize_C_Finished_Level_Lobby_Normal_Params Parms{};
Parms.LevelIndex = LevelIndex;
Parms.Time = Time;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.CreateNewLobbySave
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::CreateNewLobbySave(class UObject* __WorldContext, class UBP_LobbySaveGame_C** SaveGame, const class FString& Local_SaveName, class UBP_LobbySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "CreateNewLobbySave");
Params::UBP_Antize_C_CreateNewLobbySave_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.Local_SaveName = Local_SaveName;
Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_Antize.BP_Antize_C.GetLobbySaveGame
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* CallFunc_CreateNewLobbySave_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* K2Node_DynamicCast_AsBP_Lobby_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::GetLobbySaveGame(class UObject* __WorldContext, class UBP_LobbySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_LobbySaveGame_C* CallFunc_CreateNewLobbySave_SaveGame, class UBP_LobbySaveGame_C* K2Node_DynamicCast_AsBP_Lobby_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "GetLobbySaveGame");
Params::UBP_Antize_C_GetLobbySaveGame_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
Parms.CallFunc_CreateNewLobbySave_SaveGame = CallFunc_CreateNewLobbySave_SaveGame;
Parms.K2Node_DynamicCast_AsBP_Lobby_Save_Game = K2Node_DynamicCast_AsBP_Lobby_Save_Game;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_Antize.BP_Antize_C.Finished Level Lobby Easy
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Finished_Level_Lobby_Easy(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Easy");
Params::UBP_Antize_C_Finished_Level_Lobby_Easy_Params Parms{};
Parms.LevelIndex = LevelIndex;
Parms.Time = Time;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.Create New Save File
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Create_New_Save_File(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, const class FString& Local_SaveName, class UBP_MySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Create New Save File");
Params::UBP_Antize_C_Create_New_Save_File_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.Local_SaveName = Local_SaveName;
Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_Antize.BP_Antize_C.FinishedLevel
// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::FinishedLevel(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "FinishedLevel");
Params::UBP_Antize_C_FinishedLevel_Params Parms{};
Parms.LevelIndex = LevelIndex;
Parms.Time = Time;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.Get Save Game
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::Get_Save_Game(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame, class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "Get Save Game");
Params::UBP_Antize_C_Get_Save_Game_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
Parms.CallFunc_Create_New_Save_File_SaveGame = CallFunc_Create_New_Save_File_SaveGame;
Parms.K2Node_DynamicCast_AsBP_My_Save_Game = K2Node_DynamicCast_AsBP_My_Save_Game;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_Antize.BP_Antize_C.FinishedCutscene
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::FinishedCutscene(class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "FinishedCutscene");
Params::UBP_Antize_C_FinishedCutscene_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.SaveGame
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_MySaveGame_C* SaveGame (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::SaveGame(class UBP_MySaveGame_C* SaveGame, class UObject* __WorldContext, const class FString& Local_SaveName, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "SaveGame");
Params::UBP_Antize_C_SaveGame_Params Parms{};
Parms.SaveGame = SaveGame;
Parms.__WorldContext = __WorldContext;
Parms.Local_SaveName = Local_SaveName;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Antize.BP_Antize_C.ConvertStringToFloat
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class FString In (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Out (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString CallFunc_Replace_ReturnValue (ZeroConstructor, HasGetValueTypeHash)
// float CallFunc_Conv_StringToFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_Antize_C::ConvertStringToFloat(const class FString& In, class UObject* __WorldContext, float* Out, const class FString& CallFunc_Replace_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "ConvertStringToFloat");
Params::UBP_Antize_C_ConvertStringToFloat_Params Parms{};
Parms.In = In;
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_Replace_ReturnValue = CallFunc_Replace_ReturnValue;
Parms.CallFunc_Conv_StringToFloat_ReturnValue = CallFunc_Conv_StringToFloat_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Out != nullptr)
*Out = Parms.Out;
}
// Function BP_Antize.BP_Antize_C.FinishedEndScene
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_Antize_C::FinishedEndScene(class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Antize_C", "FinishedEndScene");
Params::UBP_Antize_C_FinishedEndScene_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
}