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

30 lines
1.7 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x0 (0x28 - 0x28)
// BlueprintGeneratedClass BP_FL_GameSettings.BP_FL_GameSettings_C
class UBP_FL_GameSettings_C : public UBlueprintFunctionLibrary
{
public:
static class UClass* StaticClass();
static class UBP_FL_GameSettings_C* GetDefaultObj();
void LoadSettings(class UObject* __WorldContext, class UBP_SG_GameSettings_C** SaveGame, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_CreateSaveGameObject_ReturnValue, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue, class UBP_SG_GameSettings_C* K2Node_DynamicCast_AsBP_SG_Game_Settings, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue);
void SetHasSeenVHS(class UObject* __WorldContext, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue);
void Load_ControlSettings(class UObject* __WorldContext, float* Sensitivity, bool* InvertMouse, enum class E_CameraSetting* CameraSetting, bool* ShowBody, bool* UsingPushToTalk, int32* FOV, bool* SmoothRotation, bool* HideGore, float* Gamma, bool* CameraShake, bool* ShowEventContent, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, float CallFunc_FClamp_ReturnValue);
void Set_AudioSettings(class UObject* __WorldContext, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame);
};
}