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mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCanvas.h
<reponame>mrkriv/UnrealDotNet<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCanvas.h" #include "Runtime/Engine/Classes/Engine/Canvas.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\Canvas.h:154 extern "C" { DOTNET_EXPORT auto E_PROP_UCanvas_CachedDisplayHeight_GET(UCanvas* Ptr) { return Ptr->CachedDisplayHeight; } DOTNET_EXPORT void E_PROP_UCanvas_CachedDisplayHeight_SET(UCanvas* Ptr, int32 Value) { Ptr->CachedDisplayHeight = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_CachedDisplayWidth_GET(UCanvas* Ptr) { return Ptr->CachedDisplayWidth; } DOTNET_EXPORT void E_PROP_UCanvas_CachedDisplayWidth_SET(UCanvas* Ptr, int32 Value) { Ptr->CachedDisplayWidth = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_ClipX_GET(UCanvas* Ptr) { return Ptr->ClipX; } DOTNET_EXPORT void E_PROP_UCanvas_ClipX_SET(UCanvas* Ptr, float Value) { Ptr->ClipX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_ClipY_GET(UCanvas* Ptr) { return Ptr->ClipY; } DOTNET_EXPORT void E_PROP_UCanvas_ClipY_SET(UCanvas* Ptr, float Value) { Ptr->ClipY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_ColorModulate_GET(UCanvas* Ptr) { return (INT_PTR)&(Ptr->ColorModulate); } DOTNET_EXPORT void E_PROP_UCanvas_ColorModulate_SET(UCanvas* Ptr, INT_PTR Value) { Ptr->ColorModulate = *(FPlane*)Value; } DOTNET_EXPORT auto E_PROP_UCanvas_HmdOrientation_GET(UCanvas* Ptr) { return (INT_PTR)&(Ptr->HmdOrientation); } DOTNET_EXPORT void E_PROP_UCanvas_HmdOrientation_SET(UCanvas* Ptr, INT_PTR Value) { Ptr->HmdOrientation = *(FQuat*)Value; } DOTNET_EXPORT auto E_PROP_UCanvas_OrgX_GET(UCanvas* Ptr) { return Ptr->OrgX; } DOTNET_EXPORT void E_PROP_UCanvas_OrgX_SET(UCanvas* Ptr, float Value) { Ptr->OrgX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_OrgY_GET(UCanvas* Ptr) { return Ptr->OrgY; } DOTNET_EXPORT void E_PROP_UCanvas_OrgY_SET(UCanvas* Ptr, float Value) { Ptr->OrgY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SafeZonePadEX_GET(UCanvas* Ptr) { return Ptr->SafeZonePadEX; } DOTNET_EXPORT void E_PROP_UCanvas_SafeZonePadEX_SET(UCanvas* Ptr, int32 Value) { Ptr->SafeZonePadEX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SafeZonePadEY_GET(UCanvas* Ptr) { return Ptr->SafeZonePadEY; } DOTNET_EXPORT void E_PROP_UCanvas_SafeZonePadEY_SET(UCanvas* Ptr, int32 Value) { Ptr->SafeZonePadEY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SafeZonePadX_GET(UCanvas* Ptr) { return Ptr->SafeZonePadX; } DOTNET_EXPORT void E_PROP_UCanvas_SafeZonePadX_SET(UCanvas* Ptr, int32 Value) { Ptr->SafeZonePadX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SafeZonePadY_GET(UCanvas* Ptr) { return Ptr->SafeZonePadY; } DOTNET_EXPORT void E_PROP_UCanvas_SafeZonePadY_SET(UCanvas* Ptr, int32 Value) { Ptr->SafeZonePadY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SizeX_GET(UCanvas* Ptr) { return Ptr->SizeX; } DOTNET_EXPORT void E_PROP_UCanvas_SizeX_SET(UCanvas* Ptr, int32 Value) { Ptr->SizeX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_SizeY_GET(UCanvas* Ptr) { return Ptr->SizeY; } DOTNET_EXPORT void E_PROP_UCanvas_SizeY_SET(UCanvas* Ptr, int32 Value) { Ptr->SizeY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_UnsafeSizeX_GET(UCanvas* Ptr) { return Ptr->UnsafeSizeX; } DOTNET_EXPORT void E_PROP_UCanvas_UnsafeSizeX_SET(UCanvas* Ptr, int32 Value) { Ptr->UnsafeSizeX = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_UnsafeSizeY_GET(UCanvas* Ptr) { return Ptr->UnsafeSizeY; } DOTNET_EXPORT void E_PROP_UCanvas_UnsafeSizeY_SET(UCanvas* Ptr, int32 Value) { Ptr->UnsafeSizeY = Value; } DOTNET_EXPORT auto E_PROP_UCanvas_ViewProjectionMatrix_GET(UCanvas* Ptr) { return (INT_PTR)&(Ptr->ViewProjectionMatrix); } DOTNET_EXPORT void E_PROP_UCanvas_ViewProjectionMatrix_SET(UCanvas* Ptr, INT_PTR Value) { Ptr->ViewProjectionMatrix = *(FMatrix*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCanvas(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCanvas>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCanvas_ApplySafeZoneTransform(UCanvas* Self) { Self->ApplySafeZoneTransform(); } DOTNET_EXPORT auto E_UCanvas_PopSafeZoneTransform(UCanvas* Self) { Self->PopSafeZoneTransform(); } DOTNET_EXPORT auto E_UCanvas_Update(UCanvas* Self) { Self->Update(); } DOTNET_EXPORT auto E_UCanvas_UpdateAllCanvasSafeZoneData(UCanvas* Self) { Self->UpdateAllCanvasSafeZoneData(); } DOTNET_EXPORT auto E_UCanvas_UpdateSafeZoneData(UCanvas* Self) { Self->UpdateSafeZoneData(); } DOTNET_EXPORT auto E__Supper__UCanvas_BeginDestroy(UObject* Self) { ((UManageCanvas*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCanvas_FinishDestroy(UObject* Self) { ((UManageCanvas*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCanvas_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCanvas*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostCDOContruct(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostEditImport(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostInitProperties(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostLoad(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostNetReceive(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostRepNotifies(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCanvas_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCanvas*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCanvas_PreDestroyFromReplication(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCanvas_PreNetReceive(UObject* Self) { ((UManageCanvas*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCanvas_ShutdownAfterError(UObject* Self) { ((UManageCanvas*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCanvas_CreateCluster(UObjectBaseUtility* Self) { ((UManageCanvas*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCanvas_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCanvas*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UTextRenderComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageTextRenderComponent.h" #include "Runtime/Engine/Classes/Components/TextRenderComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\TextRenderComponent.h:44 extern "C" { DOTNET_EXPORT auto E_PROP_UTextRenderComponent_HorizSpacingAdjust_GET(UTextRenderComponent* Ptr) { return Ptr->HorizSpacingAdjust; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_HorizSpacingAdjust_SET(UTextRenderComponent* Ptr, float Value) { Ptr->HorizSpacingAdjust = Value; } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_InvDefaultSize_GET(UTextRenderComponent* Ptr) { return Ptr->InvDefaultSize; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_InvDefaultSize_SET(UTextRenderComponent* Ptr, float Value) { Ptr->InvDefaultSize = Value; } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_Text_GET(UTextRenderComponent* Ptr) { return ConvertToManage_StringWrapper(Ptr->Text); } DOTNET_EXPORT void E_PROP_UTextRenderComponent_Text_SET(UTextRenderComponent* Ptr, char* Value) { Ptr->Text = ConvertFromManage_FText(Value); } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_VertSpacingAdjust_GET(UTextRenderComponent* Ptr) { return Ptr->VertSpacingAdjust; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_VertSpacingAdjust_SET(UTextRenderComponent* Ptr, float Value) { Ptr->VertSpacingAdjust = Value; } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_WorldSize_GET(UTextRenderComponent* Ptr) { return Ptr->WorldSize; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_WorldSize_SET(UTextRenderComponent* Ptr, float Value) { Ptr->WorldSize = Value; } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_XScale_GET(UTextRenderComponent* Ptr) { return Ptr->XScale; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_XScale_SET(UTextRenderComponent* Ptr, float Value) { Ptr->XScale = Value; } DOTNET_EXPORT auto E_PROP_UTextRenderComponent_YScale_GET(UTextRenderComponent* Ptr) { return Ptr->YScale; } DOTNET_EXPORT void E_PROP_UTextRenderComponent_YScale_SET(UTextRenderComponent* Ptr, float Value) { Ptr->YScale = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UTextRenderComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UTextRenderComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UTextRenderComponent_GetTextLocalSize(UTextRenderComponent* Self) { return (INT_PTR) new FVector(Self->GetTextLocalSize()); } DOTNET_EXPORT auto E_UTextRenderComponent_GetTextWorldSize(UTextRenderComponent* Self) { return (INT_PTR) new FVector(Self->GetTextWorldSize()); } DOTNET_EXPORT auto E_UTextRenderComponent_InitializeMIDCache(UTextRenderComponent* Self) { Self->InitializeMIDCache(); } DOTNET_EXPORT auto E_UTextRenderComponent_K2_SetText(UTextRenderComponent* Self, char* Value) { auto _p0 = ConvertFromManage_FText(Value); Self->K2_SetText(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetHorizontalAlignment(UTextRenderComponent* Self, EHorizTextAligment Value) { auto _p0 = Value; Self->SetHorizontalAlignment(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetHorizSpacingAdjust(UTextRenderComponent* Self, float Value) { auto _p0 = Value; Self->SetHorizSpacingAdjust(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetText(UTextRenderComponent* Self, char* Value) { auto _p0 = ConvertFromManage_FString(Value); Self->SetText(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetText_o1(UTextRenderComponent* Self, char* Value) { auto _p0 = ConvertFromManage_FText(Value); Self->SetText(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetVerticalAlignment(UTextRenderComponent* Self, EVerticalTextAligment Value) { auto _p0 = Value; Self->SetVerticalAlignment(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetVertSpacingAdjust(UTextRenderComponent* Self, float Value) { auto _p0 = Value; Self->SetVertSpacingAdjust(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetWorldSize(UTextRenderComponent* Self, float Value) { auto _p0 = Value; Self->SetWorldSize(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetXScale(UTextRenderComponent* Self, float Value) { auto _p0 = Value; Self->SetXScale(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_SetYScale(UTextRenderComponent* Self, float Value) { auto _p0 = Value; Self->SetYScale(_p0); } DOTNET_EXPORT auto E_UTextRenderComponent_ShutdownMIDCache(UTextRenderComponent* Self) { Self->ShutdownMIDCache(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnComponentCollisionSettingsChanged(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; ((UManageTextRenderComponent*)Self)->_Supper__SetAllMassScale(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; ((UManageTextRenderComponent*)Self)->_Supper__SetAllUseCCD(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageTextRenderComponent*)Self)->_Supper__SetAngularDamping(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; ((UManageTextRenderComponent*)Self)->_Supper__SetEnableGravity(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageTextRenderComponent*)Self)->_Supper__SetLinearDamping(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; ((UManageTextRenderComponent*)Self)->_Supper__SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; ((UManageTextRenderComponent*)Self)->_Supper__SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UnWeldChildren(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__UnWeldChildren(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UnWeldFromParent(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__UnWeldFromParent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__UpdatePhysicsToRBChannels(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__WakeAllRigidBodies(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageTextRenderComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UpdateBounds(USceneComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageTextRenderComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageTextRenderComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_BeginPlay(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_Deactivate(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageTextRenderComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_InitializeComponent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageTextRenderComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnComponentCreated(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageTextRenderComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnRegister(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnUnregister(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageTextRenderComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageTextRenderComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageTextRenderComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageTextRenderComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageTextRenderComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_ToggleActive(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_UninitializeComponent(UActorComponent* Self) { ((UManageTextRenderComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_BeginDestroy(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_FinishDestroy(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostCDOContruct(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostEditImport(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostInitProperties(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostLoad(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostNetReceive(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostRepNotifies(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageTextRenderComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PreDestroyFromReplication(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_PreNetReceive(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_ShutdownAfterError(UObject* Self) { ((UManageTextRenderComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageTextRenderComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UTextRenderComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageTextRenderComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UVisualLoggerExtension.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageVisualLoggerExtension.h" #include "Runtime/AIModule/Classes/VisualLoggerExtension.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\VisualLoggerExtension.h:48 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UVisualLoggerExtension(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UVisualLoggerExtension>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_BeginDestroy(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_FinishDestroy(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostCDOContruct(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostEditImport(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostInitProperties(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostLoad(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostNetReceive(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostRepNotifies(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageVisualLoggerExtension*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PreDestroyFromReplication(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_PreNetReceive(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_ShutdownAfterError(UObject* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_CreateCluster(UObjectBaseUtility* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UVisualLoggerExtension_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageVisualLoggerExtension*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UWorldProxy.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Engine/World.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\World.h:78 extern "C" { DOTNET_EXPORT auto E_UWorldProxy_GetReference(UWorldProxy* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetReference()); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UBoxComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageBoxComponent.h" #include "Runtime/Engine/Classes/Components/BoxComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\BoxComponent.h:17 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UBoxComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UBoxComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UBoxComponent_GetScaledBoxExtent(UBoxComponent* Self) { return (INT_PTR) new FVector(Self->GetScaledBoxExtent()); } DOTNET_EXPORT auto E_UBoxComponent_GetUnscaledBoxExtent(UBoxComponent* Self) { return (INT_PTR) new FVector(Self->GetUnscaledBoxExtent()); } DOTNET_EXPORT auto E_UBoxComponent_InitBoxExtent(UBoxComponent* Self, INT_PTR InBoxExtent) { auto& _p0 = *(FVector*)InBoxExtent; Self->InitBoxExtent(_p0); } DOTNET_EXPORT auto E_UBoxComponent_SetBoxExtent(UBoxComponent* Self, INT_PTR InBoxExtent, bool bUpdateOverlaps) { auto _p0 = *(FVector*)InBoxExtent; auto _p1 = bUpdateOverlaps; Self->SetBoxExtent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UpdateBodySetup(UShapeComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UpdateBodySetup(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnComponentCollisionSettingsChanged(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; ((UManageBoxComponent*)Self)->_Supper__SetAllMassScale(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; ((UManageBoxComponent*)Self)->_Supper__SetAllUseCCD(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageBoxComponent*)Self)->_Supper__SetAngularDamping(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; ((UManageBoxComponent*)Self)->_Supper__SetEnableGravity(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageBoxComponent*)Self)->_Supper__SetLinearDamping(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; ((UManageBoxComponent*)Self)->_Supper__SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; ((UManageBoxComponent*)Self)->_Supper__SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UnWeldChildren(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UnWeldChildren(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UnWeldFromParent(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UnWeldFromParent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UpdatePhysicsToRBChannels(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__WakeAllRigidBodies(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageBoxComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UpdateBounds(USceneComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageBoxComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageBoxComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_BeginPlay(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_Deactivate(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageBoxComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_InitializeComponent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageBoxComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnComponentCreated(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageBoxComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnRegister(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnUnregister(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageBoxComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageBoxComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageBoxComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageBoxComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageBoxComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_ToggleActive(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_UninitializeComponent(UActorComponent* Self) { ((UManageBoxComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_BeginDestroy(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_FinishDestroy(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostCDOContruct(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostEditImport(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostInitProperties(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostLoad(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostNetReceive(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostRepNotifies(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageBoxComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PreDestroyFromReplication(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_PreNetReceive(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_ShutdownAfterError(UObject* Self) { ((UManageBoxComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageBoxComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UBoxComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageBoxComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetEditor/Public/UnrealDotNetEditor.h
#pragma once #include "Engine.h" #include "CoreMinimal.h" #include "Modules/ModuleManager.h" #include "IPlacementModeModule.h" class FUICommandList; class FToolBarBuilder; class FMenuBuilder; class FExtender; class FUnrealDotNetEditorModule : public IModuleInterface { TSharedPtr<FUICommandList> PluginCommands; TArray<FPlacementModeID> PlacementModeIDs; TSharedPtr<FExtender> ToolbarCompileButton; public: virtual void StartupModule() override; virtual void ShutdownModule() override; void CompileButtonClicked(); void OnHostReload(); void AddToolbarExtension(FToolBarBuilder& Builder); void AddMenuExtension(FMenuBuilder& Builder); };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/DotnetTypeName.h
<gh_stars>10-100 #pragma once #include "JsonUtilities.h" #include "DotnetTypeName.generated.h" USTRUCT(BlueprintType) struct FDotnetPropertyValue { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) FString Name; UPROPERTY(EditAnywhere, BlueprintReadWrite) FString Value; }; USTRUCT(BlueprintType) struct FDotnetTypeName { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (DisplayName = "Manage Class")) FString FullName; UPROPERTY(EditAnywhere) TArray<FDotnetPropertyValue> PropertyValue; FString PackJSON() const { FString result; FJsonObjectConverter::UStructToJsonObjectString(*this, result); return result; } void SetPropertyValue(const FString& Propery, const FString& Value) { PropertyValue.RemoveAll([Propery](auto prop) { return prop.Name == Propery; }); auto prop = FDotnetPropertyValue(); prop.Name = Propery; prop.Value = Value; PropertyValue.Add(prop); } FString GetPropertyValueOrDefault(const FString& Propery, const FString& DefaultValue) { auto ptr = PropertyValue.FindByPredicate([Propery](auto prop) { return prop.Name == Propery; }); return ptr ? ptr->Value : DefaultValue; } void RemoveOtherProperys(const TArray<FString>& Properys) { PropertyValue.RemoveAll([Properys](auto prop) { return !Properys.Contains(prop.Name); }); } };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/CoreShell.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/CoreShell.h #pragma once #include "Windows/MinimalWindowsApi.h" #include "TimerManager.h" #include "DotnetMetadata.h" #include "DotnetTypeName.h" #include "CoreShell.generated.h" DECLARE_LOG_CATEGORY_EXTERN(DotNetShell, Log, All); DECLARE_LOG_CATEGORY_EXTERN(DotNetRuntime, Log, All); #define MAX_INVOKE_ARGUMENT_SIZE 1024 UINTERFACE(BlueprintType) class UNREALDOTNETRUNTIME_API UManageObject : public UInterface { GENERATED_UINTERFACE_BODY() }; class UNREALDOTNETRUNTIME_API IManageObject { GENERATED_IINTERFACE_BODY() public: UFUNCTION() virtual void SetManageType(const FDotnetTypeName& ManageType) = 0; UFUNCTION() virtual bool AddWrapperIfNotAttach() = 0; }; UCLASS() class UNREALDOTNETRUNTIME_API UCoreShell : public UObject { GENERATED_BODY() static UCoreShell* Instance; char InvokeArgumentBuffer[MAX_INVOKE_ARGUMENT_SIZE] = { 0 }; struct ICLRRuntimeHost4* Host; DWORD DomainID; FString AssemblyGuid; FString UnrealEngine_Assemble; FString GameLogic_Assemble; FString CoreCLR_DLL; FString CoreCLR_Path; FString Domain_Path; FString Dependencies_Path; FString Hotreload_Path; FString Hotreload_HookFile; FString Hotreload_AssembleMask; void* GetMethodPtr(const FString& Assemble, const FString& FullClassName, const FString& Method); struct ICLRRuntimeHost4* CreateHost(const FString& coreCLRPath); DWORD CreateDomain(struct ICLRRuntimeHost4* Host, const FString& targetAppPath); void AppendAssembliesInDirectory(FString& assemblies, const FString& dir); void LoadConfig(); void LoadCLR(); void LoadMetadata(); public: UPROPERTY(EditAnywhere, BlueprintReadOnly) FDotnetMetadata Metadata; #if WITH_EDITOR FSimpleDelegate OnAssembleLoad; void UpdateGameLib(); #endif UCoreShell(); static void Initialize(); static void Uninitialize(); UFUNCTION(BlueprintPure, Category = DotNet, meta = (DisplayName = "dotNet")) static UCoreShell* GetInstance() { return Instance; } UFUNCTION(BlueprintCallable, Category = DotNet) FString RunStatic(const FString& FullClassName, const FString& Method, const FString& Argument); template<typename... ArgumentT> void InvokeInWrapper(const FString& FullClassName, const FString& Method, const ArgumentT&... Aruments) { typedef void(__stdcall InvokeFp)(ArgumentT...); auto manageMethod = (InvokeFp*)GetMethodPtr(UnrealEngine_Assemble, FullClassName, Method); if (manageMethod == NULL) return; try { manageMethod(Aruments...); } catch (...) { UE_LOG(DotNetShell, Error, TEXT("Unhandled exception in %s.%s"), *FullClassName, *Method); } } template<typename ReturtType, int Stop, typename... ArgumentT> ReturtType InvokeInWrapper(const FString& FullClassName, const FString& Method, const ArgumentT&... Aruments) { typedef ReturtType(__stdcall InvokeFp)(ArgumentT...); auto manageMethod = (InvokeFp*)GetMethodPtr(UnrealEngine_Assemble, FullClassName, Method); if (manageMethod == NULL) return ReturtType(); try { return manageMethod(Aruments...); } catch (...) { UE_LOG(DotNetShell, Error, TEXT("Unhandled exception in %s.%s"), *FullClassName, *Method); return ReturtType(); } } template<typename... ArgumentT> void InvokeInObject(UObject* Object, const FString& Method, const ArgumentT&... Aruments) { typedef void(__stdcall InvokeFp)(UObject*, char*, void*, int); const auto manageMethod = (InvokeFp*)GetMethodPtr(UnrealEngine_Assemble, "UnrealEngine.NativeManager", "Invoke"); if (manageMethod == NULL) return; auto len = CopyParamsToArray(InvokeArgumentBuffer, Aruments...); try { manageMethod(Object, TCHAR_TO_UTF8(*Method), InvokeArgumentBuffer, len); } catch (...) { UE_LOG(DotNetShell, Error, TEXT("Unhandled exception in %s of object %s"), *Method, *Object->GetName()); } } template<typename... ArgumentT> void InvokeEventInObject(UObject* Object, const FString& Method, const ArgumentT&... Aruments) { typedef void(__stdcall InvokeFp)(UObject*, char*, void*, int); const static auto manageMethod = (InvokeFp*)GetMethodPtr(UnrealEngine_Assemble, "UnrealEngine.NativeManager", "InvokeEvent"); if (manageMethod == NULL) return; auto len = CopyParamsToArray(InvokeArgumentBuffer, Aruments...); try { manageMethod(Object, TCHAR_TO_UTF8(*Method), InvokeArgumentBuffer, len); } catch (...) { UE_LOG(DotNetShell, Error, TEXT("Unhandled exception in %s of object %s"), *Method, *Object->GetName()); } } template<typename... ArgumentT> void InvokeEventById(unsigned int EventId, const ArgumentT&... Aruments) { typedef void(__stdcall InvokeFp)(unsigned int, void*, int); const static auto manageMethod = (InvokeFp*)GetMethodPtr(UnrealEngine_Assemble, "UnrealEngine.NativeManager", "InvokeEventById"); if (manageMethod == NULL) return; auto len = CopyParamsToArray(InvokeArgumentBuffer, Aruments...); try { manageMethod(EventId, InvokeArgumentBuffer, len); } catch (...) { UE_LOG(DotNetShell, Error, TEXT("Unhandled exception in call event by id %d"), EventId); } } private: template<typename T, typename... Args> static size_t CopyParamsToArray(char* dist, const T& arg, Args&... args) { *(T*)dist = arg; return sizeof(T) + CopyParamsToArray(dist + sizeof(T), args...); } template<typename T> static size_t CopyParamsToArray(char* dist, const T& arg) { *(T*)dist = arg; return sizeof(T); } static size_t CopyParamsToArray(char* dist) { return 0; } };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UDecalComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UDecalComponent.h<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageDecalComponent.h" #include "Runtime/Engine/Classes/Components/DecalComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\DecalComponent.h:22 class E_PROTECTED_WRAP_UDecalComponent : protected UDecalComponent { public: void LifeSpanCallback_WRAP() { LifeSpanCallback(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UDecalComponent_bDestroyOwnerAfterFade_GET(UDecalComponent* Ptr) { return Ptr->bDestroyOwnerAfterFade; } DOTNET_EXPORT void E_PROP_UDecalComponent_bDestroyOwnerAfterFade_SET(UDecalComponent* Ptr, uint8 Value) { Ptr->bDestroyOwnerAfterFade = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_DecalSize_GET(UDecalComponent* Ptr) { return (INT_PTR)&(Ptr->DecalSize); } DOTNET_EXPORT void E_PROP_UDecalComponent_DecalSize_SET(UDecalComponent* Ptr, INT_PTR Value) { Ptr->DecalSize = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_FadeDuration_GET(UDecalComponent* Ptr) { return Ptr->FadeDuration; } DOTNET_EXPORT void E_PROP_UDecalComponent_FadeDuration_SET(UDecalComponent* Ptr, float Value) { Ptr->FadeDuration = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_FadeInDuration_GET(UDecalComponent* Ptr) { return Ptr->FadeInDuration; } DOTNET_EXPORT void E_PROP_UDecalComponent_FadeInDuration_SET(UDecalComponent* Ptr, float Value) { Ptr->FadeInDuration = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_FadeInStartDelay_GET(UDecalComponent* Ptr) { return Ptr->FadeInStartDelay; } DOTNET_EXPORT void E_PROP_UDecalComponent_FadeInStartDelay_SET(UDecalComponent* Ptr, float Value) { Ptr->FadeInStartDelay = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_FadeScreenSize_GET(UDecalComponent* Ptr) { return Ptr->FadeScreenSize; } DOTNET_EXPORT void E_PROP_UDecalComponent_FadeScreenSize_SET(UDecalComponent* Ptr, float Value) { Ptr->FadeScreenSize = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_FadeStartDelay_GET(UDecalComponent* Ptr) { return Ptr->FadeStartDelay; } DOTNET_EXPORT void E_PROP_UDecalComponent_FadeStartDelay_SET(UDecalComponent* Ptr, float Value) { Ptr->FadeStartDelay = Value; } DOTNET_EXPORT auto E_PROP_UDecalComponent_SortOrder_GET(UDecalComponent* Ptr) { return Ptr->SortOrder; } DOTNET_EXPORT void E_PROP_UDecalComponent_SortOrder_SET(UDecalComponent* Ptr, int32 Value) { Ptr->SortOrder = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UDecalComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UDecalComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UDecalComponent_GetFadeDuration(UDecalComponent* Self) { return Self->GetFadeDuration(); } DOTNET_EXPORT auto E_UDecalComponent_GetFadeInDuration(UDecalComponent* Self) { return Self->GetFadeInDuration(); } DOTNET_EXPORT auto E_UDecalComponent_GetFadeInStartDelay(UDecalComponent* Self) { return Self->GetFadeInStartDelay(); } DOTNET_EXPORT auto E_UDecalComponent_GetFadeStartDelay(UDecalComponent* Self) { return Self->GetFadeStartDelay(); } DOTNET_EXPORT auto E_UDecalComponent_GetNumMaterials(UDecalComponent* Self) { return Self->GetNumMaterials(); } DOTNET_EXPORT auto E_UDecalComponent_GetTransformIncludingDecalSize(UDecalComponent* Self) { return (INT_PTR) new FTransform(Self->GetTransformIncludingDecalSize()); } DOTNET_EXPORT auto E_UDecalComponent_LifeSpanCallback(UDecalComponent* Self) { ((E_PROTECTED_WRAP_UDecalComponent*)Self)->LifeSpanCallback_WRAP(); } DOTNET_EXPORT auto E_UDecalComponent_PushSelectionToProxy(UDecalComponent* Self) { Self->PushSelectionToProxy(); } DOTNET_EXPORT auto E_UDecalComponent_SetFadeIn(UDecalComponent* Self, float StartDelay, float Duaration) { auto _p0 = StartDelay; auto _p1 = Duaration; Self->SetFadeIn(_p0, _p1); } DOTNET_EXPORT auto E_UDecalComponent_SetFadeOut(UDecalComponent* Self, float StartDelay, float Duration, bool DestroyOwnerAfterFade) { auto _p0 = StartDelay; auto _p1 = Duration; auto _p2 = DestroyOwnerAfterFade; Self->SetFadeOut(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UDecalComponent_SetFadeScreenSize(UDecalComponent* Self, float NewFadeScreenSize) { auto _p0 = NewFadeScreenSize; Self->SetFadeScreenSize(_p0); } DOTNET_EXPORT auto E_UDecalComponent_SetLifeSpan(UDecalComponent* Self, float LifeSpan) { auto _p0 = LifeSpan; Self->SetLifeSpan(_p0); } DOTNET_EXPORT auto E_UDecalComponent_SetSortOrder(UDecalComponent* Self, int32 Value) { auto _p0 = Value; Self->SetSortOrder(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_LifeSpanCallback(UDecalComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__LifeSpanCallback(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageDecalComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_UpdateBounds(USceneComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageDecalComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageDecalComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_BeginPlay(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_Deactivate(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageDecalComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_InitializeComponent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageDecalComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnComponentCreated(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageDecalComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnRegister(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnUnregister(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageDecalComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageDecalComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageDecalComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageDecalComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageDecalComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_ToggleActive(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_UninitializeComponent(UActorComponent* Self) { ((UManageDecalComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_BeginDestroy(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_FinishDestroy(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostCDOContruct(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostEditImport(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostInitProperties(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostLoad(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostNetReceive(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostRepNotifies(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageDecalComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PreDestroyFromReplication(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_PreNetReceive(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_ShutdownAfterError(UObject* Self) { ((UManageDecalComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageDecalComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UDecalComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageDecalComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/ManualImplement/AActor.h
#pragma once #include "CoreMinimal.h" #include "CoreShell.h" #include "DotnetMetadata.h" #include "Runtime/Engine/Classes/GameFramework/Actor.h" extern "C" { DOTNET_EXPORT ObjectPointerDescription E_AActor_CreateDefaultSubobject(AActor* Self, char* ClassName, char* ComponentName); DOTNET_EXPORT ObjectPointerDescription E_AActor_SpawnActor(AActor* Self, char* ClassName, INT_PTR Transform); DOTNET_EXPORT ObjectPointerDescription E_AActor_SpawnActorManage(AActor* Self, char* ClassName, INT_PTR Transform, char* ManageClassName); }
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ASpectatorPawn.h
<reponame>mrkriv/UnrealDotNet<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ASpectatorPawn.h<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSpectatorPawn.h" #include "Runtime/Engine/Classes/GameFramework/SpectatorPawn.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\SpectatorPawn.h:16 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_ASpectatorPawn(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ASpectatorPawn>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_LookUpAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; ((AManageSpectatorPawn*)Self)->_Supper__LookUpAtRate(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_MoveForward(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__MoveForward(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_MoveRight(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__MoveRight(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_MoveUp_World(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__MoveUp_World(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_TurnAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; ((AManageSpectatorPawn*)Self)->_Supper__TurnAtRate(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_AddControllerPitchInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__AddControllerPitchInput(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_AddControllerRollInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__AddControllerRollInput(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_AddControllerYawInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageSpectatorPawn*)Self)->_Supper__AddControllerYawInput(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_DestroyPlayerInputComponent(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__DestroyPlayerInputComponent(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_DetachFromControllerPendingDestroy(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__DetachFromControllerPendingDestroy(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_Controller(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_Controller(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_PlayerState(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_PlayerState(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PawnClientRestart(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PawnClientRestart(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PawnStartFire(APawn* Self, uint8 FireModeNum) { auto _p0 = FireModeNum; ((AManageSpectatorPawn*)Self)->_Supper__PawnStartFire(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_RecalculateBaseEyeHeight(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__RecalculateBaseEyeHeight(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_Restart(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__Restart(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_SetPlayerDefaults(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__SetPlayerDefaults(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_SpawnDefaultController(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__SpawnDefaultController(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_TurnOff(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__TurnOff(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_UnPossessed(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__UnPossessed(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_UpdateNavigationRelevance(APawn* Self) { ((AManageSpectatorPawn*)Self)->_Supper__UpdateNavigationRelevance(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_BeginPlay(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_ClearCrossLevelReferences(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_Destroyed(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_ForceNetRelevant(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_ForceNetUpdate(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_GatherCurrentMovement(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageSpectatorPawn*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_K2_DestroyActor(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_LifeSpanExpired(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_MarkComponentsAsPendingKill(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_NotifyActorBeginCursorOver(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_NotifyActorEndCursorOver(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_AttachmentReplication(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_Instigator(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_Owner(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_ReplicatedMovement(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnRep_ReplicateMovement(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageSpectatorPawn*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OutsideWorldBounds(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostActorCreated(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostInitializeComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostNetInit(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostNetReceivePhysicState(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostNetReceiveRole(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostRegisterAllComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostUnregisterAllComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PreInitializeComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PreRegisterAllComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageSpectatorPawn*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageSpectatorPawn*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_RegisterAllComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_ReregisterAllComponents(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_RerunConstructionScripts(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_Reset(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_RewindForReplay(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageSpectatorPawn*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageSpectatorPawn*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageSpectatorPawn*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_TearOff(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageSpectatorPawn*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageSpectatorPawn*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_TornOff(AActor* Self) { ((AManageSpectatorPawn*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageSpectatorPawn*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_BeginDestroy(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_FinishDestroy(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostCDOContruct(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostEditImport(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostInitProperties(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostLoad(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostNetReceive(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostRepNotifies(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageSpectatorPawn*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PreDestroyFromReplication(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_PreNetReceive(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_ShutdownAfterError(UObject* Self) { ((AManageSpectatorPawn*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_CreateCluster(UObjectBaseUtility* Self) { ((AManageSpectatorPawn*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ASpectatorPawn_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageSpectatorPawn*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UExponentialHeightFogComponent.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageExponentialHeightFogComponent.h" #include "Runtime/Engine/Classes/Components/ExponentialHeightFogComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\ExponentialHeightFogComponent.h:47 class E_PROTECTED_WRAP_UExponentialHeightFogComponent : protected UExponentialHeightFogComponent { public: void AddFogIfNeeded_WRAP() { AddFogIfNeeded(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_bEnableVolumetricFog_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->bEnableVolumetricFog; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_bEnableVolumetricFog_SET(UExponentialHeightFogComponent* Ptr, bool Value) { Ptr->bEnableVolumetricFog = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_bOverrideLightColorsWithFogInscatteringColors_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->bOverrideLightColorsWithFogInscatteringColors; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_bOverrideLightColorsWithFogInscatteringColors_SET(UExponentialHeightFogComponent* Ptr, bool Value) { Ptr->bOverrideLightColorsWithFogInscatteringColors = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringColor_GET(UExponentialHeightFogComponent* Ptr) { return (INT_PTR)&(Ptr->DirectionalInscatteringColor); } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringColor_SET(UExponentialHeightFogComponent* Ptr, INT_PTR Value) { Ptr->DirectionalInscatteringColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringExponent_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->DirectionalInscatteringExponent; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringExponent_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->DirectionalInscatteringExponent = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringStartDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->DirectionalInscatteringStartDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_DirectionalInscatteringStartDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->DirectionalInscatteringStartDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FogCutoffDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->FogCutoffDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FogCutoffDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->FogCutoffDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FogDensity_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->FogDensity; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FogDensity_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->FogDensity = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FogHeightFalloff_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->FogHeightFalloff; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FogHeightFalloff_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->FogHeightFalloff = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FogInscatteringColor_GET(UExponentialHeightFogComponent* Ptr) { return (INT_PTR)&(Ptr->FogInscatteringColor); } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FogInscatteringColor_SET(UExponentialHeightFogComponent* Ptr, INT_PTR Value) { Ptr->FogInscatteringColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FogMaxOpacity_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->FogMaxOpacity; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FogMaxOpacity_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->FogMaxOpacity = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_FullyDirectionalInscatteringColorDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->FullyDirectionalInscatteringColorDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_FullyDirectionalInscatteringColorDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->FullyDirectionalInscatteringColorDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_InscatteringColorCubemapAngle_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->InscatteringColorCubemapAngle; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_InscatteringColorCubemapAngle_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->InscatteringColorCubemapAngle = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_InscatteringTextureTint_GET(UExponentialHeightFogComponent* Ptr) { return (INT_PTR)&(Ptr->InscatteringTextureTint); } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_InscatteringTextureTint_SET(UExponentialHeightFogComponent* Ptr, INT_PTR Value) { Ptr->InscatteringTextureTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_NonDirectionalInscatteringColorDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->NonDirectionalInscatteringColorDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_NonDirectionalInscatteringColorDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->NonDirectionalInscatteringColorDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_SecondFogData_GET(UExponentialHeightFogComponent* Ptr) { return (INT_PTR)&(Ptr->SecondFogData); } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_SecondFogData_SET(UExponentialHeightFogComponent* Ptr, INT_PTR Value) { Ptr->SecondFogData = *(FExponentialHeightFogData*)Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_StartDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->StartDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_StartDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->StartDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_VolumetricFogDistance_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->VolumetricFogDistance; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_VolumetricFogDistance_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->VolumetricFogDistance = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_VolumetricFogEmissive_GET(UExponentialHeightFogComponent* Ptr) { return (INT_PTR)&(Ptr->VolumetricFogEmissive); } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_VolumetricFogEmissive_SET(UExponentialHeightFogComponent* Ptr, INT_PTR Value) { Ptr->VolumetricFogEmissive = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_VolumetricFogExtinctionScale_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->VolumetricFogExtinctionScale; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_VolumetricFogExtinctionScale_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->VolumetricFogExtinctionScale = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_VolumetricFogScatteringDistribution_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->VolumetricFogScatteringDistribution; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_VolumetricFogScatteringDistribution_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->VolumetricFogScatteringDistribution = Value; } DOTNET_EXPORT auto E_PROP_UExponentialHeightFogComponent_VolumetricFogStaticLightingScatteringIntensity_GET(UExponentialHeightFogComponent* Ptr) { return Ptr->VolumetricFogStaticLightingScatteringIntensity; } DOTNET_EXPORT void E_PROP_UExponentialHeightFogComponent_VolumetricFogStaticLightingScatteringIntensity_SET(UExponentialHeightFogComponent* Ptr, float Value) { Ptr->VolumetricFogStaticLightingScatteringIntensity = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UExponentialHeightFogComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UExponentialHeightFogComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_AddFogIfNeeded(UExponentialHeightFogComponent* Self) { ((E_PROTECTED_WRAP_UExponentialHeightFogComponent*)Self)->AddFogIfNeeded_WRAP(); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetDirectionalInscatteringColor(UExponentialHeightFogComponent* Self, INT_PTR Value) { auto _p0 = *(FLinearColor*)Value; Self->SetDirectionalInscatteringColor(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetDirectionalInscatteringExponent(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetDirectionalInscatteringExponent(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetDirectionalInscatteringStartDistance(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetDirectionalInscatteringStartDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFogCutoffDistance(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetFogCutoffDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFogDensity(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetFogDensity(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFogHeightFalloff(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetFogHeightFalloff(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFogInscatteringColor(UExponentialHeightFogComponent* Self, INT_PTR Value) { auto _p0 = *(FLinearColor*)Value; Self->SetFogInscatteringColor(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFogMaxOpacity(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetFogMaxOpacity(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetFullyDirectionalInscatteringColorDistance(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetFullyDirectionalInscatteringColorDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetInscatteringColorCubemapAngle(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetInscatteringColorCubemapAngle(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetInscatteringTextureTint(UExponentialHeightFogComponent* Self, INT_PTR Value) { auto _p0 = *(FLinearColor*)Value; Self->SetInscatteringTextureTint(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetNonDirectionalInscatteringColorDistance(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetNonDirectionalInscatteringColorDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetStartDistance(UExponentialHeightFogComponent* Self, float Value) { auto _p0 = Value; Self->SetStartDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetVolumetricFog(UExponentialHeightFogComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetVolumetricFog(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetVolumetricFogDistance(UExponentialHeightFogComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetVolumetricFogDistance(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetVolumetricFogEmissive(UExponentialHeightFogComponent* Self, INT_PTR NewValue) { auto _p0 = *(FLinearColor*)NewValue; Self->SetVolumetricFogEmissive(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetVolumetricFogExtinctionScale(UExponentialHeightFogComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetVolumetricFogExtinctionScale(_p0); } DOTNET_EXPORT auto E_UExponentialHeightFogComponent_SetVolumetricFogScatteringDistribution(UExponentialHeightFogComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetVolumetricFogScatteringDistribution(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageExponentialHeightFogComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_UpdateBounds(USceneComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageExponentialHeightFogComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageExponentialHeightFogComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_BeginPlay(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_Deactivate(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageExponentialHeightFogComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_InitializeComponent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageExponentialHeightFogComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnComponentCreated(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnRegister(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnUnregister(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageExponentialHeightFogComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageExponentialHeightFogComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageExponentialHeightFogComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageExponentialHeightFogComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageExponentialHeightFogComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_ToggleActive(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_UninitializeComponent(UActorComponent* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_BeginDestroy(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_FinishDestroy(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostCDOContruct(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostEditImport(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostInitProperties(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostLoad(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostNetReceive(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostRepNotifies(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageExponentialHeightFogComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PreDestroyFromReplication(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_PreNetReceive(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_ShutdownAfterError(UObject* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UExponentialHeightFogComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageExponentialHeightFogComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AController.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/Controller.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\Controller.h:40 class E_PROTECTED_WRAP_AController : protected AController { public: void AddPawnTickDependency_WRAP(APawn* NewPawn) { AddPawnTickDependency(NewPawn); } void AttachToPawn_WRAP(APawn* InPawn) { AttachToPawn(InPawn); } void BeginInactiveState_WRAP() { BeginInactiveState(); } void DetachFromPawn_WRAP() { DetachFromPawn(); } void EndInactiveState_WRAP() { EndInactiveState(); } USceneComponent* GetTransformComponent_WRAP() { return GetTransformComponent(); } void OnPossess_WRAP(APawn* InPawn) { OnPossess(InPawn); } void OnUnPossess_WRAP() { OnUnPossess(); } void ReceivePossess_WRAP(APawn* PossessedPawn) { ReceivePossess(PossessedPawn); } void ReceiveUnPossess_WRAP(APawn* UnpossessedPawn) { ReceiveUnPossess(UnpossessedPawn); } void RemovePawnTickDependency_WRAP(APawn* InOldPawn) { RemovePawnTickDependency(InOldPawn); } }; extern "C" { DOTNET_EXPORT auto E_PROP_AController_PlayerState_GET(AController* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PlayerState); } DOTNET_EXPORT void E_PROP_AController_PlayerState_SET(AController* Ptr, APlayerState* Value) { Ptr->PlayerState = Value; } DOTNET_EXPORT auto E_PROP_AController_StateName_GET(AController* Ptr) { return ConvertToManage_StringWrapper(Ptr->StateName); } DOTNET_EXPORT void E_PROP_AController_StateName_SET(AController* Ptr, char* Value) { Ptr->StateName = ConvertFromManage_FName(Value); } DOTNET_EXPORT INT_PTR E_NewObject_AController(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AController>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AController_AddPawnTickDependency(AController* Self, APawn* NewPawn) { auto _p0 = NewPawn; ((E_PROTECTED_WRAP_AController*)Self)->AddPawnTickDependency_WRAP(_p0); } DOTNET_EXPORT auto E_AController_AttachToPawn(AController* Self, APawn* InPawn) { auto _p0 = InPawn; ((E_PROTECTED_WRAP_AController*)Self)->AttachToPawn_WRAP(_p0); } DOTNET_EXPORT auto E_AController_BeginInactiveState(AController* Self) { ((E_PROTECTED_WRAP_AController*)Self)->BeginInactiveState_WRAP(); } DOTNET_EXPORT auto E_AController_CastToPlayerController(AController* Self) { return ConvertToManage_ObjectPointerDescription(Self->CastToPlayerController()); } DOTNET_EXPORT auto E_AController_ChangeState(AController* Self, char* NewState) { auto _p0 = ConvertFromManage_FName(NewState); Self->ChangeState(_p0); } DOTNET_EXPORT auto E_AController_CleanupPlayerState(AController* Self) { Self->CleanupPlayerState(); } DOTNET_EXPORT auto E_AController_ClientSetLocation(AController* Self, INT_PTR NewLocation, INT_PTR NewRotation) { auto _p0 = *(FVector*)NewLocation; auto _p1 = *(FRotator*)NewRotation; Self->ClientSetLocation(_p0, _p1); } DOTNET_EXPORT auto E_AController_ClientSetRotation(AController* Self, INT_PTR NewRotation, bool bResetCamera) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bResetCamera; Self->ClientSetRotation(_p0, _p1); } DOTNET_EXPORT auto E_AController_CurrentLevelUnloaded(AController* Self) { Self->CurrentLevelUnloaded(); } DOTNET_EXPORT auto E_AController_DetachFromPawn(AController* Self) { ((E_PROTECTED_WRAP_AController*)Self)->DetachFromPawn_WRAP(); } DOTNET_EXPORT auto E_AController_EndInactiveState(AController* Self) { ((E_PROTECTED_WRAP_AController*)Self)->EndInactiveState_WRAP(); } DOTNET_EXPORT auto E_AController_FailedToSpawnPawn(AController* Self) { Self->FailedToSpawnPawn(); } DOTNET_EXPORT auto E_AController_GameHasEnded(AController* Self, AActor* EndGameFocus, bool bIsWinner) { auto _p0 = EndGameFocus; auto _p1 = bIsWinner; Self->GameHasEnded(_p0, _p1); } DOTNET_EXPORT auto E_AController_GetCharacter(AController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCharacter()); } DOTNET_EXPORT auto E_AController_GetControlRotation(AController* Self) { return (INT_PTR) new FRotator(Self->GetControlRotation()); } DOTNET_EXPORT auto E_AController_GetDesiredRotation(AController* Self) { return (INT_PTR) new FRotator(Self->GetDesiredRotation()); } DOTNET_EXPORT auto E_AController_GetPawn(AController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPawn()); } DOTNET_EXPORT auto E_AController_GetPlayerViewPoint(AController* Self, INT_PTR Location, INT_PTR Rotation) { auto& _p0 = *(FVector*)Location; auto& _p1 = *(FRotator*)Rotation; Self->GetPlayerViewPoint(_p0, _p1); } DOTNET_EXPORT auto E_AController_GetStateName(AController* Self) { return ConvertToManage_StringWrapper(Self->GetStateName()); } DOTNET_EXPORT auto E_AController_GetTransformComponent(AController* Self) { return ConvertToManage_ObjectPointerDescription(((E_PROTECTED_WRAP_AController*)Self)->GetTransformComponent_WRAP()); } DOTNET_EXPORT auto E_AController_GetViewTarget(AController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetViewTarget()); } DOTNET_EXPORT auto E_AController_InitPlayerState(AController* Self) { Self->InitPlayerState(); } DOTNET_EXPORT auto E_AController_IsInState(AController* Self, char* InStateName) { auto _p0 = ConvertFromManage_FName(InStateName); return Self->IsInState(_p0); } DOTNET_EXPORT auto E_AController_IsLocalController(AController* Self) { return Self->IsLocalController(); } DOTNET_EXPORT auto E_AController_IsLocalPlayerController(AController* Self) { return Self->IsLocalPlayerController(); } DOTNET_EXPORT auto E_AController_IsLookInputIgnored(AController* Self) { return Self->IsLookInputIgnored(); } DOTNET_EXPORT auto E_AController_IsMoveInputIgnored(AController* Self) { return Self->IsMoveInputIgnored(); } DOTNET_EXPORT auto E_AController_IsPlayerController(AController* Self) { return Self->IsPlayerController(); } DOTNET_EXPORT auto E_AController_K2_GetPawn(AController* Self) { return ConvertToManage_ObjectPointerDescription(Self->K2_GetPawn()); } DOTNET_EXPORT auto E_AController_LineOfSightTo(AController* Self, AActor* Other, INT_PTR ViewPoint, bool bAlternateChecks) { auto _p0 = Other; auto _p1 = *(FVector*)ViewPoint; auto _p2 = bAlternateChecks; return Self->LineOfSightTo(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AController_OnPossess(AController* Self, APawn* InPawn) { auto _p0 = InPawn; ((E_PROTECTED_WRAP_AController*)Self)->OnPossess_WRAP(_p0); } DOTNET_EXPORT auto E_AController_OnRep_Pawn(AController* Self) { Self->OnRep_Pawn(); } DOTNET_EXPORT auto E_AController_OnRep_PlayerState(AController* Self) { Self->OnRep_PlayerState(); } DOTNET_EXPORT auto E_AController_OnUnPossess(AController* Self) { ((E_PROTECTED_WRAP_AController*)Self)->OnUnPossess_WRAP(); } DOTNET_EXPORT auto E_AController_PawnPendingDestroy(AController* Self, APawn* inPawn) { auto _p0 = inPawn; Self->PawnPendingDestroy(_p0); } DOTNET_EXPORT auto E_AController_Possess(AController* Self, APawn* InPawn) { auto _p0 = InPawn; Self->Possess(_p0); } DOTNET_EXPORT auto E_AController_ReceivePossess(AController* Self, APawn* PossessedPawn) { auto _p0 = PossessedPawn; ((E_PROTECTED_WRAP_AController*)Self)->ReceivePossess_WRAP(_p0); } DOTNET_EXPORT auto E_AController_ReceiveUnPossess(AController* Self, APawn* UnpossessedPawn) { auto _p0 = UnpossessedPawn; ((E_PROTECTED_WRAP_AController*)Self)->ReceiveUnPossess_WRAP(_p0); } DOTNET_EXPORT auto E_AController_RemovePawnTickDependency(AController* Self, APawn* InOldPawn) { auto _p0 = InOldPawn; ((E_PROTECTED_WRAP_AController*)Self)->RemovePawnTickDependency_WRAP(_p0); } DOTNET_EXPORT auto E_AController_ResetIgnoreInputFlags(AController* Self) { Self->ResetIgnoreInputFlags(); } DOTNET_EXPORT auto E_AController_ResetIgnoreLookInput(AController* Self) { Self->ResetIgnoreLookInput(); } DOTNET_EXPORT auto E_AController_ResetIgnoreMoveInput(AController* Self) { Self->ResetIgnoreMoveInput(); } DOTNET_EXPORT auto E_AController_SetControlRotation(AController* Self, INT_PTR NewRotation) { auto& _p0 = *(FRotator*)NewRotation; Self->SetControlRotation(_p0); } DOTNET_EXPORT auto E_AController_SetIgnoreLookInput(AController* Self, bool bNewLookInput) { auto _p0 = bNewLookInput; Self->SetIgnoreLookInput(_p0); } DOTNET_EXPORT auto E_AController_SetIgnoreMoveInput(AController* Self, bool bNewMoveInput) { auto _p0 = bNewMoveInput; Self->SetIgnoreMoveInput(_p0); } DOTNET_EXPORT auto E_AController_SetInitialLocationAndRotation(AController* Self, INT_PTR NewLocation, INT_PTR NewRotation) { auto& _p0 = *(FVector*)NewLocation; auto& _p1 = *(FRotator*)NewRotation; Self->SetInitialLocationAndRotation(_p0, _p1); } DOTNET_EXPORT auto E_AController_SetPawn(AController* Self, APawn* InPawn) { auto _p0 = InPawn; Self->SetPawn(_p0); } DOTNET_EXPORT auto E_AController_SetPawnFromRep(AController* Self, APawn* InPawn) { auto _p0 = InPawn; Self->SetPawnFromRep(_p0); } DOTNET_EXPORT auto E_AController_StopMovement(AController* Self) { Self->StopMovement(); } DOTNET_EXPORT auto E_AController_UnPossess(AController* Self) { Self->UnPossess(); } DOTNET_EXPORT auto E_AController_UpdateNavigationComponents(AController* Self) { Self->UpdateNavigationComponents(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UForceFeedbackAttenuation.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageForceFeedbackAttenuation.h" #include "Runtime/Engine/Classes/GameFramework/ForceFeedbackAttenuation.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\ForceFeedbackAttenuation.h:20 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UForceFeedbackAttenuation(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UForceFeedbackAttenuation>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_BeginDestroy(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_FinishDestroy(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostCDOContruct(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostEditImport(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostInitProperties(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostLoad(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostNetReceive(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostRepNotifies(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageForceFeedbackAttenuation*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PreDestroyFromReplication(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_PreNetReceive(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_ShutdownAfterError(UObject* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_CreateCluster(UObjectBaseUtility* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UForceFeedbackAttenuation_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageForceFeedbackAttenuation*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameStateBase.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameStateBase.h" #include "Runtime/Engine/Classes/GameFramework/GameStateBase.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameStateBase.h:29 class E_PROTECTED_WRAP_AGameStateBase : protected AGameStateBase { public: void OnRep_GameModeClass_WRAP() { OnRep_GameModeClass(); } void OnRep_ReplicatedHasBegunPlay_WRAP() { OnRep_ReplicatedHasBegunPlay(); } void OnRep_ReplicatedWorldTimeSeconds_WRAP() { OnRep_ReplicatedWorldTimeSeconds(); } void OnRep_SpectatorClass_WRAP() { OnRep_SpectatorClass(); } void UpdateServerTimeSeconds_WRAP() { UpdateServerTimeSeconds(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_AGameStateBase_AuthorityGameMode_GET(AGameStateBase* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->AuthorityGameMode); } DOTNET_EXPORT void E_PROP_AGameStateBase_AuthorityGameMode_SET(AGameStateBase* Ptr, AGameModeBase* Value) { Ptr->AuthorityGameMode = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AGameStateBase(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AGameStateBase>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AGameStateBase_AddPlayerState(AGameStateBase* Self, APlayerState* PlayerState) { auto _p0 = PlayerState; Self->AddPlayerState(_p0); } DOTNET_EXPORT auto E_AGameStateBase_AsyncPackageLoaded(AGameStateBase* Self, UObject* Package) { auto _p0 = Package; Self->AsyncPackageLoaded(_p0); } DOTNET_EXPORT auto E_AGameStateBase_GetDefaultGameMode(AGameStateBase* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetDefaultGameMode()); } DOTNET_EXPORT auto E_AGameStateBase_GetPlayerRespawnDelay(AGameStateBase* Self, AController* Controller) { auto _p0 = Controller; return Self->GetPlayerRespawnDelay(_p0); } DOTNET_EXPORT auto E_AGameStateBase_GetPlayerStartTime(AGameStateBase* Self, AController* Controller) { auto _p0 = Controller; return Self->GetPlayerStartTime(_p0); } DOTNET_EXPORT auto E_AGameStateBase_GetServerWorldTimeSeconds(AGameStateBase* Self) { return Self->GetServerWorldTimeSeconds(); } DOTNET_EXPORT auto E_AGameStateBase_HandleBeginPlay(AGameStateBase* Self) { Self->HandleBeginPlay(); } DOTNET_EXPORT auto E_AGameStateBase_HasBegunPlay(AGameStateBase* Self) { return Self->HasBegunPlay(); } DOTNET_EXPORT auto E_AGameStateBase_HasMatchStarted(AGameStateBase* Self) { return Self->HasMatchStarted(); } DOTNET_EXPORT auto E_AGameStateBase_OnRep_GameModeClass(AGameStateBase* Self) { ((E_PROTECTED_WRAP_AGameStateBase*)Self)->OnRep_GameModeClass_WRAP(); } DOTNET_EXPORT auto E_AGameStateBase_OnRep_ReplicatedHasBegunPlay(AGameStateBase* Self) { ((E_PROTECTED_WRAP_AGameStateBase*)Self)->OnRep_ReplicatedHasBegunPlay_WRAP(); } DOTNET_EXPORT auto E_AGameStateBase_OnRep_ReplicatedWorldTimeSeconds(AGameStateBase* Self) { ((E_PROTECTED_WRAP_AGameStateBase*)Self)->OnRep_ReplicatedWorldTimeSeconds_WRAP(); } DOTNET_EXPORT auto E_AGameStateBase_OnRep_SpectatorClass(AGameStateBase* Self) { ((E_PROTECTED_WRAP_AGameStateBase*)Self)->OnRep_SpectatorClass_WRAP(); } DOTNET_EXPORT auto E_AGameStateBase_ReceivedGameModeClass(AGameStateBase* Self) { Self->ReceivedGameModeClass(); } DOTNET_EXPORT auto E_AGameStateBase_ReceivedSpectatorClass(AGameStateBase* Self) { Self->ReceivedSpectatorClass(); } DOTNET_EXPORT auto E_AGameStateBase_RemovePlayerState(AGameStateBase* Self, APlayerState* PlayerState) { auto _p0 = PlayerState; Self->RemovePlayerState(_p0); } DOTNET_EXPORT auto E_AGameStateBase_SeamlessTravelTransitionCheckpoint(AGameStateBase* Self, bool bToTransitionMap) { auto _p0 = bToTransitionMap; Self->SeamlessTravelTransitionCheckpoint(_p0); } DOTNET_EXPORT auto E_AGameStateBase_UpdateServerTimeSeconds(AGameStateBase* Self) { ((E_PROTECTED_WRAP_AGameStateBase*)Self)->UpdateServerTimeSeconds_WRAP(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_HandleBeginPlay(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__HandleBeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_GameModeClass(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_GameModeClass(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_ReplicatedHasBegunPlay(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_ReplicatedHasBegunPlay(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_ReplicatedWorldTimeSeconds(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_ReplicatedWorldTimeSeconds(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_SpectatorClass(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_SpectatorClass(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ReceivedGameModeClass(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__ReceivedGameModeClass(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ReceivedSpectatorClass(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__ReceivedSpectatorClass(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_SeamlessTravelTransitionCheckpoint(AGameStateBase* Self, bool bToTransitionMap) { auto _p0 = bToTransitionMap; ((AManageGameStateBase*)Self)->_Supper__SeamlessTravelTransitionCheckpoint(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_UpdateServerTimeSeconds(AGameStateBase* Self) { ((AManageGameStateBase*)Self)->_Supper__UpdateServerTimeSeconds(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_BeginPlay(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ClearCrossLevelReferences(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_Destroyed(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ForceNetRelevant(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ForceNetUpdate(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_GatherCurrentMovement(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageGameStateBase*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_K2_DestroyActor(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_LifeSpanExpired(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_MarkComponentsAsPendingKill(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_NotifyActorBeginCursorOver(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_NotifyActorEndCursorOver(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_AttachmentReplication(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_Instigator(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_Owner(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_ReplicatedMovement(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnRep_ReplicateMovement(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageGameStateBase*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OutsideWorldBounds(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostActorCreated(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostInitializeComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostNetInit(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostNetReceivePhysicState(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostNetReceiveRole(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostRegisterAllComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostUnregisterAllComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PreInitializeComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PreRegisterAllComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageGameStateBase*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AGameStateBase_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageGameStateBase*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_RegisterAllComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ReregisterAllComponents(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_RerunConstructionScripts(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_Reset(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_RewindForReplay(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageGameStateBase*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageGameStateBase*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageGameStateBase*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_TearOff(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageGameStateBase*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageGameStateBase*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_TornOff(AActor* Self) { ((AManageGameStateBase*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageGameStateBase*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_BeginDestroy(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_FinishDestroy(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostCDOContruct(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostEditImport(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostInitProperties(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostLoad(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostNetReceive(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostRepNotifies(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageGameStateBase*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PreDestroyFromReplication(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_PreNetReceive(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_ShutdownAfterError(UObject* Self) { ((AManageGameStateBase*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_CreateCluster(UObjectBaseUtility* Self) { ((AManageGameStateBase*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AGameStateBase_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageGameStateBase*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UAISubsystem.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageAISubsystem.h" #include "Runtime/AIModule/Classes/AISubsystem.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\AISubsystem.h:15 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UAISubsystem(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UAISubsystem>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UAISubsystem_GetWorldFast(UAISubsystem* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetWorldFast()); } DOTNET_EXPORT auto E__Supper__UAISubsystem_BeginDestroy(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_FinishDestroy(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostCDOContruct(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostEditImport(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostInitProperties(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostLoad(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostNetReceive(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostRepNotifies(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageAISubsystem*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PreDestroyFromReplication(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_PreNetReceive(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_ShutdownAfterError(UObject* Self) { ((UManageAISubsystem*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_CreateCluster(UObjectBaseUtility* Self) { ((UManageAISubsystem*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UAISubsystem_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageAISubsystem*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/ManualImplement/InputComponent.h
#pragma once #include "CoreMinimal.h" #include "CoreShell.h" #include "DotnetMetadata.h" #include "Runtime/Engine/Classes/Components/InputComponent.h" extern "C" { DOTNET_EXPORT void E_UInputComponent_BindAction(UInputComponent* Self, unsigned int EventId, char* ActionName, const EInputEvent KeyEvent) { auto actionName = UTF8_TO_TCHAR(ActionName); FInputActionBinding binding(actionName, KeyEvent); binding.ActionDelegate.GetDelegateForManualSet().BindLambda([EventId]() { UCoreShell::GetInstance()->InvokeEventById(EventId); }); Self->AddActionBinding(MoveTemp(binding)); } DOTNET_EXPORT void E_UInputComponent_BindAxis_Event(UInputComponent* Self, unsigned int EventId, char* AxisName) { auto axisName = UTF8_TO_TCHAR(AxisName); FInputAxisBinding binding(axisName); binding.AxisDelegate.GetDelegateForManualSet().BindLambda([EventId](float value) { UCoreShell::GetInstance()->InvokeEventById(EventId, value); }); Self->AxisBindings.Emplace(MoveTemp(binding)); } }
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UBrainComponent.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageBrainComponent.h" #include "Runtime/AIModule/Classes/BrainComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\BrainComponent.h:117 extern "C" { DOTNET_EXPORT auto E_PROP_UBrainComponent_AIMessage_MoveFinished_GET() { return ConvertToManage_StringWrapper(UBrainComponent::AIMessage_MoveFinished); } DOTNET_EXPORT auto E_PROP_UBrainComponent_AIMessage_QueryFinished_GET() { return ConvertToManage_StringWrapper(UBrainComponent::AIMessage_QueryFinished); } DOTNET_EXPORT auto E_PROP_UBrainComponent_AIMessage_RepathFailed_GET() { return ConvertToManage_StringWrapper(UBrainComponent::AIMessage_RepathFailed); } DOTNET_EXPORT INT_PTR E_NewObject_UBrainComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UBrainComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UBrainComponent_Cleanup(UBrainComponent* Self) { Self->Cleanup(); } DOTNET_EXPORT auto E_UBrainComponent_GetAIOwner(UBrainComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetAIOwner()); } DOTNET_EXPORT auto E_UBrainComponent_GetDebugInfoString(UBrainComponent* Self) { return ConvertToManage_StringWrapper(Self->GetDebugInfoString()); } DOTNET_EXPORT auto E_UBrainComponent_IsPaused(UBrainComponent* Self) { return Self->IsPaused(); } DOTNET_EXPORT auto E_UBrainComponent_IsRunning(UBrainComponent* Self) { return Self->IsRunning(); } DOTNET_EXPORT auto E_UBrainComponent_PauseLogic(UBrainComponent* Self, char* Reason) { auto _p0 = ConvertFromManage_FString(Reason); Self->PauseLogic(_p0); } DOTNET_EXPORT auto E_UBrainComponent_RequestLogicRestartOnUnlock(UBrainComponent* Self) { Self->RequestLogicRestartOnUnlock(); } DOTNET_EXPORT auto E_UBrainComponent_RestartLogic(UBrainComponent* Self) { Self->RestartLogic(); } DOTNET_EXPORT auto E_UBrainComponent_StopLogic(UBrainComponent* Self, char* Reason) { auto _p0 = ConvertFromManage_FString(Reason); Self->StopLogic(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_Cleanup(UBrainComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__Cleanup(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_RestartLogic(UBrainComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__RestartLogic(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageBrainComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_BeginPlay(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_Deactivate(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageBrainComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_InitializeComponent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageBrainComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnComponentCreated(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageBrainComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnRegister(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnUnregister(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageBrainComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageBrainComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageBrainComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageBrainComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageBrainComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_ToggleActive(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_UninitializeComponent(UActorComponent* Self) { ((UManageBrainComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_BeginDestroy(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_FinishDestroy(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostCDOContruct(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostEditImport(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostInitProperties(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostLoad(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostNetReceive(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostRepNotifies(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageBrainComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PreDestroyFromReplication(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_PreNetReceive(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_ShutdownAfterError(UObject* Self) { ((UManageBrainComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageBrainComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UBrainComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageBrainComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UNavLocalGridManager.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageNavLocalGridManager.h" #include "Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\Navigation\NavLocalGridManager.h:27 class E_PROTECTED_WRAP_UNavLocalGridManager : protected UNavLocalGridManager { public: bool UpdateSourceGrids_WRAP() { return UpdateSourceGrids(); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UNavLocalGridManager(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UNavLocalGridManager>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetCellSize(UNavLocalGridManager* Self) { return Self->GetCellSize(); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetCurrent(UNavLocalGridManager* Self, UWorld* World) { auto _p0 = World; return ConvertToManage_ObjectPointerDescription(Self->GetCurrent(_p0)); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetCurrent_o1(UNavLocalGridManager* Self, UObject* WorldContextObject) { auto _p0 = WorldContextObject; return ConvertToManage_ObjectPointerDescription(Self->GetCurrent(_p0)); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetGridIndex(UNavLocalGridManager* Self, INT_PTR WorldLocation) { auto& _p0 = *(FVector*)WorldLocation; return Self->GetGridIndex(_p0); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetGridValueAt(UNavLocalGridManager* Self, INT_PTR WorldLocation) { auto& _p0 = *(FVector*)WorldLocation; return Self->GetGridValueAt(_p0); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetMaxActiveSources(UNavLocalGridManager* Self) { return Self->GetMaxActiveSources(); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetNumGrids(UNavLocalGridManager* Self) { return Self->GetNumGrids(); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetNumSources(UNavLocalGridManager* Self) { return Self->GetNumSources(); } DOTNET_EXPORT auto E_UNavLocalGridManager_GetVersion(UNavLocalGridManager* Self) { return Self->GetVersion(); } DOTNET_EXPORT auto E_UNavLocalGridManager_HasSourceGridLimit(UNavLocalGridManager* Self) { return Self->HasSourceGridLimit(); } DOTNET_EXPORT auto E_UNavLocalGridManager_RebuildGrids(UNavLocalGridManager* Self) { Self->RebuildGrids(); } DOTNET_EXPORT auto E_UNavLocalGridManager_RemoveGridData(UNavLocalGridManager* Self, int32 GridId, bool bUpdate) { auto _p0 = GridId; auto _p1 = bUpdate; Self->RemoveGridData(_p0, _p1); } DOTNET_EXPORT auto E_UNavLocalGridManager_RemoveLocalNavigationGrid(UNavLocalGridManager* Self, UObject* WorldContextObject, int32 GridId, bool bRebuildGrids) { auto _p0 = WorldContextObject; auto _p1 = GridId; auto _p2 = bRebuildGrids; Self->RemoveLocalNavigationGrid(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UNavLocalGridManager_SetCellSize(UNavLocalGridManager* Self, float CellSize) { auto _p0 = CellSize; return Self->SetCellSize(_p0); } DOTNET_EXPORT auto E_UNavLocalGridManager_SetLocalNavigationGridDensity(UNavLocalGridManager* Self, UObject* WorldContextObject, float CellSize) { auto _p0 = WorldContextObject; auto _p1 = CellSize; return Self->SetLocalNavigationGridDensity(_p0, _p1); } DOTNET_EXPORT auto E_UNavLocalGridManager_SetMaxActiveSources(UNavLocalGridManager* Self, int32 NumActiveSources) { auto _p0 = NumActiveSources; Self->SetMaxActiveSources(_p0); } DOTNET_EXPORT auto E_UNavLocalGridManager_UpdateAccessTime(UNavLocalGridManager* Self, int32 CombinedGridIdx) { auto _p0 = CombinedGridIdx; Self->UpdateAccessTime(_p0); } DOTNET_EXPORT auto E_UNavLocalGridManager_UpdateSourceGrids(UNavLocalGridManager* Self) { return ((E_PROTECTED_WRAP_UNavLocalGridManager*)Self)->UpdateSourceGrids_WRAP(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_BeginDestroy(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_FinishDestroy(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostCDOContruct(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostEditImport(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostInitProperties(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostLoad(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostNetReceive(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostRepNotifies(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageNavLocalGridManager*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PreDestroyFromReplication(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_PreNetReceive(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_ShutdownAfterError(UObject* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_CreateCluster(UObjectBaseUtility* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UNavLocalGridManager_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageNavLocalGridManager*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UObjectBaseUtility.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/CoreUObject/Public/UObject/UObjectBaseUtility.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectBaseUtility.h:25 class E_PROTECTED_WRAP_UObjectBaseUtility : protected UObjectBaseUtility { public: void GetPathName_WRAP(const UObject* StopOuter, FString& ResultString) { GetPathName(StopOuter, ResultString); } }; extern "C" { DOTNET_EXPORT auto E_UObjectBaseUtility_AddToCluster(UObjectBaseUtility* Self, UObjectBaseUtility* ClusterRootOrObjectFromCluster, bool bAddAsMutableObject) { auto _p0 = ClusterRootOrObjectFromCluster; auto _p1 = bAddAsMutableObject; Self->AddToCluster(_p0, _p1); } DOTNET_EXPORT auto E_UObjectBaseUtility_AddToRoot(UObjectBaseUtility* Self) { Self->AddToRoot(); } DOTNET_EXPORT auto E_UObjectBaseUtility_AppendName(UObjectBaseUtility* Self, char* ResultString) { auto _p0 = ConvertFromManage_FString(ResultString); Self->AppendName(_p0); } DOTNET_EXPORT auto E_UObjectBaseUtility_CanBeClusterRoot(UObjectBaseUtility* Self) { return Self->CanBeClusterRoot(); } DOTNET_EXPORT auto E_UObjectBaseUtility_CanBeInCluster(UObjectBaseUtility* Self) { return Self->CanBeInCluster(); } DOTNET_EXPORT auto E_UObjectBaseUtility_ClearPendingKill(UObjectBaseUtility* Self) { Self->ClearPendingKill(); } DOTNET_EXPORT auto E_UObjectBaseUtility_CreateCluster(UObjectBaseUtility* Self) { Self->CreateCluster(); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetFullGroupName(UObjectBaseUtility* Self, bool bStartWithOuter) { auto _p0 = bStartWithOuter; return ConvertToManage_StringWrapper(Self->GetFullGroupName(_p0)); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetFullName(UObjectBaseUtility* Self, UObject* StopOuter) { auto _p0 = StopOuter; return ConvertToManage_StringWrapper(Self->GetFullName(_p0)); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetLinkerIndex(UObjectBaseUtility* Self) { return Self->GetLinkerIndex(); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetLinkerLicenseeUE4Version(UObjectBaseUtility* Self) { return Self->GetLinkerLicenseeUE4Version(); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetLinkerUE4Version(UObjectBaseUtility* Self) { return Self->GetLinkerUE4Version(); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetName(UObjectBaseUtility* Self) { return ConvertToManage_StringWrapper(Self->GetName()); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetName_o1(UObjectBaseUtility* Self, char* ResultString) { auto _p0 = ConvertFromManage_FString(ResultString); Self->GetName(_p0); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetPathName(UObjectBaseUtility* Self, UObject* StopOuter) { auto _p0 = StopOuter; return ConvertToManage_StringWrapper(Self->GetPathName(_p0)); } DOTNET_EXPORT auto E_UObjectBaseUtility_GetPathName_o1(UObjectBaseUtility* Self, UObject* StopOuter, char* ResultString) { auto _p0 = StopOuter; auto _p1 = ConvertFromManage_FString(ResultString); ((E_PROTECTED_WRAP_UObjectBaseUtility*)Self)->GetPathName_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsDefaultSubobject(UObjectBaseUtility* Self) { return Self->IsDefaultSubobject(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsIn(UObjectBaseUtility* Self, UObject* SomeOuter) { auto _p0 = SomeOuter; return Self->IsIn(_p0); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsNative(UObjectBaseUtility* Self) { return Self->IsNative(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsPendingKill(UObjectBaseUtility* Self) { return Self->IsPendingKill(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsPendingKillOrUnreachable(UObjectBaseUtility* Self) { return Self->IsPendingKillOrUnreachable(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsRooted(UObjectBaseUtility* Self) { return Self->IsRooted(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsTemplate(UObjectBaseUtility* Self) { return Self->IsTemplate(); } DOTNET_EXPORT auto E_UObjectBaseUtility_IsUnreachable(UObjectBaseUtility* Self) { return Self->IsUnreachable(); } DOTNET_EXPORT auto E_UObjectBaseUtility_MarkPackageDirty(UObjectBaseUtility* Self) { return Self->MarkPackageDirty(); } DOTNET_EXPORT auto E_UObjectBaseUtility_MarkPendingKill(UObjectBaseUtility* Self) { Self->MarkPendingKill(); } DOTNET_EXPORT auto E_UObjectBaseUtility_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { Self->OnClusterMarkedAsPendingKill(); } DOTNET_EXPORT auto E_UObjectBaseUtility_RemoveFromRoot(UObjectBaseUtility* Self) { Self->RemoveFromRoot(); } DOTNET_EXPORT auto E_UObjectBaseUtility_ThisThreadAtomicallyClearedRFUnreachable(UObjectBaseUtility* Self) { return Self->ThisThreadAtomicallyClearedRFUnreachable(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UEngineBaseTypes.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Engine/EngineBaseTypes.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineBaseTypes.h:1034 extern "C" { } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UMovementComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UMovementComponent.h<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/MovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\MovementComponent.h:54 class E_PROTECTED_WRAP_UMovementComponent : protected UMovementComponent { public: FVector GetPlaneConstraintNormalFromAxisSetting_WRAP(EPlaneConstraintAxisSetting AxisSetting) { return GetPlaneConstraintNormalFromAxisSetting(AxisSetting); } bool MoveUpdatedComponentImpl_WRAP(const FVector& Delta, const FQuat& NewRotation, bool bSweep, FHitResult* OutHit, ETeleportType Teleport) { return MoveUpdatedComponentImpl(Delta, NewRotation, bSweep, OutHit, Teleport); } bool ResolvePenetrationImpl_WRAP(const FVector& Adjustment, const FHitResult& Hit, const FQuat& NewRotation) { return ResolvePenetrationImpl(Adjustment, Hit, NewRotation); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UMovementComponent_bAutoRegisterPhysicsVolumeUpdates_GET(UMovementComponent* Ptr) { return Ptr->bAutoRegisterPhysicsVolumeUpdates; } DOTNET_EXPORT void E_PROP_UMovementComponent_bAutoRegisterPhysicsVolumeUpdates_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bAutoRegisterPhysicsVolumeUpdates = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bAutoRegisterUpdatedComponent_GET(UMovementComponent* Ptr) { return Ptr->bAutoRegisterUpdatedComponent; } DOTNET_EXPORT void E_PROP_UMovementComponent_bAutoRegisterUpdatedComponent_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bAutoRegisterUpdatedComponent = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bAutoUpdateTickRegistration_GET(UMovementComponent* Ptr) { return Ptr->bAutoUpdateTickRegistration; } DOTNET_EXPORT void E_PROP_UMovementComponent_bAutoUpdateTickRegistration_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bAutoUpdateTickRegistration = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bComponentShouldUpdatePhysicsVolume_GET(UMovementComponent* Ptr) { return Ptr->bComponentShouldUpdatePhysicsVolume; } DOTNET_EXPORT void E_PROP_UMovementComponent_bComponentShouldUpdatePhysicsVolume_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bComponentShouldUpdatePhysicsVolume = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bConstrainToPlane_GET(UMovementComponent* Ptr) { return Ptr->bConstrainToPlane; } DOTNET_EXPORT void E_PROP_UMovementComponent_bConstrainToPlane_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bConstrainToPlane = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bSnapToPlaneAtStart_GET(UMovementComponent* Ptr) { return Ptr->bSnapToPlaneAtStart; } DOTNET_EXPORT void E_PROP_UMovementComponent_bSnapToPlaneAtStart_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bSnapToPlaneAtStart = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bTickBeforeOwner_GET(UMovementComponent* Ptr) { return Ptr->bTickBeforeOwner; } DOTNET_EXPORT void E_PROP_UMovementComponent_bTickBeforeOwner_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bTickBeforeOwner = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_bUpdateOnlyIfRendered_GET(UMovementComponent* Ptr) { return Ptr->bUpdateOnlyIfRendered; } DOTNET_EXPORT void E_PROP_UMovementComponent_bUpdateOnlyIfRendered_SET(UMovementComponent* Ptr, uint8 Value) { Ptr->bUpdateOnlyIfRendered = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_MoveComponentFlags_GET(UMovementComponent* Ptr) { return Ptr->MoveComponentFlags; } DOTNET_EXPORT void E_PROP_UMovementComponent_MoveComponentFlags_SET(UMovementComponent* Ptr, EMoveComponentFlags Value) { Ptr->MoveComponentFlags = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_UpdatedComponent_GET(UMovementComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->UpdatedComponent); } DOTNET_EXPORT void E_PROP_UMovementComponent_UpdatedComponent_SET(UMovementComponent* Ptr, USceneComponent* Value) { Ptr->UpdatedComponent = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_UpdatedPrimitive_GET(UMovementComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->UpdatedPrimitive); } DOTNET_EXPORT void E_PROP_UMovementComponent_UpdatedPrimitive_SET(UMovementComponent* Ptr, UPrimitiveComponent* Value) { Ptr->UpdatedPrimitive = Value; } DOTNET_EXPORT auto E_PROP_UMovementComponent_Velocity_GET(UMovementComponent* Ptr) { return (INT_PTR)&(Ptr->Velocity); } DOTNET_EXPORT void E_PROP_UMovementComponent_Velocity_SET(UMovementComponent* Ptr, INT_PTR Value) { Ptr->Velocity = *(FVector*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_UMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UMovementComponent_AddRadialForce(UMovementComponent* Self, INT_PTR Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff) { auto& _p0 = *(FVector*)Origin; auto _p1 = Radius; auto _p2 = Strength; auto _p3 = Falloff; Self->AddRadialForce(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UMovementComponent_AddRadialImpulse(UMovementComponent* Self, INT_PTR Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange) { auto& _p0 = *(FVector*)Origin; auto _p1 = Radius; auto _p2 = Strength; auto _p3 = Falloff; auto _p4 = bVelChange; Self->AddRadialImpulse(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_ComputeSlideVector(UMovementComponent* Self, INT_PTR Delta, float Time, INT_PTR Normal, INT_PTR Hit) { auto& _p0 = *(FVector*)Delta; auto _p1 = Time; auto& _p2 = *(FVector*)Normal; auto& _p3 = *(FHitResult*)Hit; return (INT_PTR) new FVector(Self->ComputeSlideVector(_p0, _p1, _p2, _p3)); } DOTNET_EXPORT auto E_UMovementComponent_ConstrainDirectionToPlane(UMovementComponent* Self, INT_PTR Direction) { auto _p0 = *(FVector*)Direction; return (INT_PTR) new FVector(Self->ConstrainDirectionToPlane(_p0)); } DOTNET_EXPORT auto E_UMovementComponent_ConstrainLocationToPlane(UMovementComponent* Self, INT_PTR Location) { auto _p0 = *(FVector*)Location; return (INT_PTR) new FVector(Self->ConstrainLocationToPlane(_p0)); } DOTNET_EXPORT auto E_UMovementComponent_ConstrainNormalToPlane(UMovementComponent* Self, INT_PTR Normal) { auto _p0 = *(FVector*)Normal; return (INT_PTR) new FVector(Self->ConstrainNormalToPlane(_p0)); } DOTNET_EXPORT auto E_UMovementComponent_GetGravityZ(UMovementComponent* Self) { return Self->GetGravityZ(); } DOTNET_EXPORT auto E_UMovementComponent_GetMaxSpeed(UMovementComponent* Self) { return Self->GetMaxSpeed(); } DOTNET_EXPORT auto E_UMovementComponent_GetMaxSpeedModifier(UMovementComponent* Self) { return Self->GetMaxSpeedModifier(); } DOTNET_EXPORT auto E_UMovementComponent_GetModifiedMaxSpeed(UMovementComponent* Self) { return Self->GetModifiedMaxSpeed(); } DOTNET_EXPORT auto E_UMovementComponent_GetPenetrationAdjustment(UMovementComponent* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; return (INT_PTR) new FVector(Self->GetPenetrationAdjustment(_p0)); } DOTNET_EXPORT auto E_UMovementComponent_GetPlaneConstraintAxisSetting(UMovementComponent* Self) { return Self->GetPlaneConstraintAxisSetting(); } DOTNET_EXPORT auto E_UMovementComponent_GetPlaneConstraintNormal(UMovementComponent* Self) { return (INT_PTR) const_cast<FVector*>(&(Self->GetPlaneConstraintNormal())); } DOTNET_EXPORT auto E_UMovementComponent_GetPlaneConstraintNormalFromAxisSetting(UMovementComponent* Self, EPlaneConstraintAxisSetting AxisSetting) { auto _p0 = AxisSetting; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UMovementComponent*)Self)->GetPlaneConstraintNormalFromAxisSetting_WRAP(_p0)); } DOTNET_EXPORT auto E_UMovementComponent_GetPlaneConstraintOrigin(UMovementComponent* Self) { return (INT_PTR) const_cast<FVector*>(&(Self->GetPlaneConstraintOrigin())); } DOTNET_EXPORT auto E_UMovementComponent_HandleImpact(UMovementComponent* Self, INT_PTR Hit, float TimeSlice, INT_PTR MoveDelta) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = TimeSlice; auto& _p2 = *(FVector*)MoveDelta; Self->HandleImpact(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMovementComponent_InitCollisionParams(UMovementComponent* Self, INT_PTR OutParams, INT_PTR OutResponseParam) { auto& _p0 = *(FCollisionQueryParams*)OutParams; auto& _p1 = *(FCollisionResponseParams*)OutResponseParam; Self->InitCollisionParams(_p0, _p1); } DOTNET_EXPORT auto E_UMovementComponent_IsExceedingMaxSpeed(UMovementComponent* Self, float MaxSpeed) { auto _p0 = MaxSpeed; return Self->IsExceedingMaxSpeed(_p0); } DOTNET_EXPORT auto E_UMovementComponent_IsInWater(UMovementComponent* Self) { return Self->IsInWater(); } DOTNET_EXPORT auto E_UMovementComponent_K2_GetMaxSpeedModifier(UMovementComponent* Self) { return Self->K2_GetMaxSpeedModifier(); } DOTNET_EXPORT auto E_UMovementComponent_K2_GetModifiedMaxSpeed(UMovementComponent* Self) { return Self->K2_GetModifiedMaxSpeed(); } DOTNET_EXPORT auto E_UMovementComponent_K2_MoveUpdatedComponent(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, INT_PTR OutHit, bool bSweep, bool bTeleport) { auto _p0 = *(FVector*)Delta; auto _p1 = *(FRotator*)NewRotation; auto& _p2 = *(FHitResult*)OutHit; auto _p3 = bSweep; auto _p4 = bTeleport; return Self->K2_MoveUpdatedComponent(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_MoveUpdatedComponent(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR OutHit, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutHit; auto _p4 = Teleport; return Self->MoveUpdatedComponent(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_MoveUpdatedComponent_o1(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR OutHit, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutHit; auto _p4 = Teleport; return Self->MoveUpdatedComponent(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_MoveUpdatedComponentImpl(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR OutHit, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutHit; auto _p4 = Teleport; return ((E_PROTECTED_WRAP_UMovementComponent*)Self)->MoveUpdatedComponentImpl_WRAP(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_OnTeleported(UMovementComponent* Self) { Self->OnTeleported(); } DOTNET_EXPORT auto E_UMovementComponent_ResolvePenetration(UMovementComponent* Self, INT_PTR Adjustment, INT_PTR Hit, INT_PTR NewRotation) { auto& _p0 = *(FVector*)Adjustment; auto& _p1 = *(FHitResult*)Hit; auto& _p2 = *(FQuat*)NewRotation; return Self->ResolvePenetration(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMovementComponent_ResolvePenetration_o1(UMovementComponent* Self, INT_PTR Adjustment, INT_PTR Hit, INT_PTR NewRotation) { auto& _p0 = *(FVector*)Adjustment; auto& _p1 = *(FHitResult*)Hit; auto& _p2 = *(FRotator*)NewRotation; return Self->ResolvePenetration(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMovementComponent_ResolvePenetrationImpl(UMovementComponent* Self, INT_PTR Adjustment, INT_PTR Hit, INT_PTR NewRotation) { auto& _p0 = *(FVector*)Adjustment; auto& _p1 = *(FHitResult*)Hit; auto& _p2 = *(FQuat*)NewRotation; return ((E_PROTECTED_WRAP_UMovementComponent*)Self)->ResolvePenetrationImpl_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMovementComponent_SafeMoveUpdatedComponent(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR OutHit, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto& _p3 = *(FHitResult*)OutHit; auto _p4 = Teleport; return Self->SafeMoveUpdatedComponent(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_SafeMoveUpdatedComponent_o1(UMovementComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR OutHit, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto& _p3 = *(FHitResult*)OutHit; auto _p4 = Teleport; return Self->SafeMoveUpdatedComponent(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_SetPlaneConstraintAxisSetting(UMovementComponent* Self, EPlaneConstraintAxisSetting NewAxisSetting) { auto _p0 = NewAxisSetting; Self->SetPlaneConstraintAxisSetting(_p0); } DOTNET_EXPORT auto E_UMovementComponent_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; Self->SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E_UMovementComponent_SetPlaneConstraintFromVectors(UMovementComponent* Self, INT_PTR Forward, INT_PTR Up) { auto _p0 = *(FVector*)Forward; auto _p1 = *(FVector*)Up; Self->SetPlaneConstraintFromVectors(_p0, _p1); } DOTNET_EXPORT auto E_UMovementComponent_SetPlaneConstraintNormal(UMovementComponent* Self, INT_PTR PlaneNormal) { auto _p0 = *(FVector*)PlaneNormal; Self->SetPlaneConstraintNormal(_p0); } DOTNET_EXPORT auto E_UMovementComponent_SetPlaneConstraintOrigin(UMovementComponent* Self, INT_PTR PlaneOrigin) { auto _p0 = *(FVector*)PlaneOrigin; Self->SetPlaneConstraintOrigin(_p0); } DOTNET_EXPORT auto E_UMovementComponent_SetUpdatedComponent(UMovementComponent* Self, USceneComponent* NewUpdatedComponent) { auto _p0 = NewUpdatedComponent; Self->SetUpdatedComponent(_p0); } DOTNET_EXPORT auto E_UMovementComponent_ShouldSkipUpdate(UMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; return Self->ShouldSkipUpdate(_p0); } DOTNET_EXPORT auto E_UMovementComponent_SlideAlongSurface(UMovementComponent* Self, INT_PTR Delta, float Time, INT_PTR Normal, INT_PTR Hit, bool bHandleImpact) { auto& _p0 = *(FVector*)Delta; auto _p1 = Time; auto& _p2 = *(FVector*)Normal; auto& _p3 = *(FHitResult*)Hit; auto _p4 = bHandleImpact; return Self->SlideAlongSurface(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UMovementComponent_SnapUpdatedComponentToPlane(UMovementComponent* Self) { Self->SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E_UMovementComponent_StopMovementImmediately(UMovementComponent* Self) { Self->StopMovementImmediately(); } DOTNET_EXPORT auto E_UMovementComponent_TwoWallAdjust(UMovementComponent* Self, INT_PTR Delta, INT_PTR Hit, INT_PTR OldHitNormal) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FHitResult*)Hit; auto& _p2 = *(FVector*)OldHitNormal; Self->TwoWallAdjust(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMovementComponent_UpdateComponentVelocity(UMovementComponent* Self) { Self->UpdateComponentVelocity(); } DOTNET_EXPORT auto E_UMovementComponent_UpdateTickRegistration(UMovementComponent* Self) { Self->UpdateTickRegistration(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameModeBase.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameModeBase.h" #include "Runtime/Engine/Classes/GameFramework/GameModeBase.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameModeBase.h:46 class E_PROTECTED_WRAP_AGameModeBase : protected AGameModeBase { public: void FinishRestartPlayer_WRAP(AController* NewPlayer, const FRotator& StartRotation) { FinishRestartPlayer(NewPlayer, StartRotation); } void GenericPlayerInitialization_WRAP(AController* C) { GenericPlayerInitialization(C); } void InitializeHUDForPlayer_WRAP(APlayerController* NewPlayer) { InitializeHUDForPlayer(NewPlayer); } void InitSeamlessTravelPlayer_WRAP(AController* NewController) { InitSeamlessTravelPlayer(NewController); } void K2_OnSwapPlayerControllers_WRAP(APlayerController* OldPC, APlayerController* NewPC) { K2_OnSwapPlayerControllers(OldPC, NewPC); } void ReplicateStreamingStatus_WRAP(APlayerController* PC) { ReplicateStreamingStatus(PC); } bool ShouldSpawnAtStartSpot_WRAP(AController* Player) { return ShouldSpawnAtStartSpot(Player); } bool ShouldStartInCinematicMode_WRAP(APlayerController* Player, bool& OutHidePlayer, bool& OutHideHud, bool& OutDisableMovement, bool& OutDisableTurning) { return ShouldStartInCinematicMode(Player, OutHidePlayer, OutHideHud, OutDisableMovement, OutDisableTurning); } void UpdateGameplayMuteList_WRAP(APlayerController* aPlayer) { UpdateGameplayMuteList(aPlayer); } }; extern "C" { DOTNET_EXPORT auto E_PROP_AGameModeBase_DefaultPlayerName_GET(AGameModeBase* Ptr) { return ConvertToManage_StringWrapper(Ptr->DefaultPlayerName); } DOTNET_EXPORT void E_PROP_AGameModeBase_DefaultPlayerName_SET(AGameModeBase* Ptr, char* Value) { Ptr->DefaultPlayerName = ConvertFromManage_FText(Value); } DOTNET_EXPORT auto E_PROP_AGameModeBase_GameSession_GET(AGameModeBase* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameSession); } DOTNET_EXPORT void E_PROP_AGameModeBase_GameSession_SET(AGameModeBase* Ptr, AGameSession* Value) { Ptr->GameSession = Value; } DOTNET_EXPORT auto E_PROP_AGameModeBase_GameState_GET(AGameModeBase* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameState); } DOTNET_EXPORT void E_PROP_AGameModeBase_GameState_SET(AGameModeBase* Ptr, AGameStateBase* Value) { Ptr->GameState = Value; } DOTNET_EXPORT auto E_PROP_AGameModeBase_OptionsString_GET(AGameModeBase* Ptr) { return ConvertToManage_StringWrapper(Ptr->OptionsString); } DOTNET_EXPORT void E_PROP_AGameModeBase_OptionsString_SET(AGameModeBase* Ptr, char* Value) { Ptr->OptionsString = ConvertFromManage_FString(Value); } DOTNET_EXPORT INT_PTR E_NewObject_AGameModeBase(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AGameModeBase>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AGameModeBase_AllowCheats(AGameModeBase* Self, APlayerController* P) { auto _p0 = P; return Self->AllowCheats(_p0); } DOTNET_EXPORT auto E_AGameModeBase_AllowPausing(AGameModeBase* Self, APlayerController* PC) { auto _p0 = PC; return Self->AllowPausing(_p0); } DOTNET_EXPORT auto E_AGameModeBase_CanServerTravel(AGameModeBase* Self, char* URL, bool bAbsolute) { auto _p0 = ConvertFromManage_FString(URL); auto _p1 = bAbsolute; return Self->CanServerTravel(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_CanSpectate(AGameModeBase* Self, APlayerController* Viewer, APlayerState* ViewTarget) { auto _p0 = Viewer; auto _p1 = ViewTarget; return Self->CanSpectate(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_ChangeName(AGameModeBase* Self, AController* Controller, char* NewName, bool bNameChange) { auto _p0 = Controller; auto _p1 = ConvertFromManage_FString(NewName); auto _p2 = bNameChange; Self->ChangeName(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AGameModeBase_ChoosePlayerStart(AGameModeBase* Self, AController* Player) { auto _p0 = Player; return ConvertToManage_ObjectPointerDescription(Self->ChoosePlayerStart(_p0)); } DOTNET_EXPORT auto E_AGameModeBase_ClearPause(AGameModeBase* Self) { return Self->ClearPause(); } DOTNET_EXPORT auto E_AGameModeBase_FindPlayerStart(AGameModeBase* Self, AController* Player, char* IncomingName) { auto _p0 = Player; auto _p1 = ConvertFromManage_FString(IncomingName); return ConvertToManage_ObjectPointerDescription(Self->FindPlayerStart(_p0, _p1)); } DOTNET_EXPORT auto E_AGameModeBase_FinishRestartPlayer(AGameModeBase* Self, AController* NewPlayer, INT_PTR StartRotation) { auto _p0 = NewPlayer; auto& _p1 = *(FRotator*)StartRotation; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->FinishRestartPlayer_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_ForceClearUnpauseDelegates(AGameModeBase* Self, AActor* PauseActor) { auto _p0 = PauseActor; Self->ForceClearUnpauseDelegates(_p0); } DOTNET_EXPORT auto E_AGameModeBase_GenericPlayerInitialization(AGameModeBase* Self, AController* C) { auto _p0 = C; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->GenericPlayerInitialization_WRAP(_p0); } DOTNET_EXPORT auto E_AGameModeBase_GetNumPlayers(AGameModeBase* Self) { return Self->GetNumPlayers(); } DOTNET_EXPORT auto E_AGameModeBase_GetNumSpectators(AGameModeBase* Self) { return Self->GetNumSpectators(); } DOTNET_EXPORT auto E_AGameModeBase_HandleStartingNewPlayer(AGameModeBase* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; Self->HandleStartingNewPlayer(_p0); } DOTNET_EXPORT auto E_AGameModeBase_HasMatchStarted(AGameModeBase* Self) { return Self->HasMatchStarted(); } DOTNET_EXPORT auto E_AGameModeBase_InitGame(AGameModeBase* Self, char* MapName, char* Options, char* ErrorMessage) { auto _p0 = ConvertFromManage_FString(MapName); auto _p1 = ConvertFromManage_FString(Options); auto _p2 = ConvertFromManage_FString(ErrorMessage); Self->InitGame(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AGameModeBase_InitGameState(AGameModeBase* Self) { Self->InitGameState(); } DOTNET_EXPORT auto E_AGameModeBase_InitializeHUDForPlayer(AGameModeBase* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->InitializeHUDForPlayer_WRAP(_p0); } DOTNET_EXPORT auto E_AGameModeBase_InitSeamlessTravelPlayer(AGameModeBase* Self, AController* NewController) { auto _p0 = NewController; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->InitSeamlessTravelPlayer_WRAP(_p0); } DOTNET_EXPORT auto E_AGameModeBase_InitStartSpot(AGameModeBase* Self, AActor* StartSpot, AController* NewPlayer) { auto _p0 = StartSpot; auto _p1 = NewPlayer; Self->InitStartSpot(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_IsHandlingReplays(AGameModeBase* Self) { return Self->IsHandlingReplays(); } DOTNET_EXPORT auto E_AGameModeBase_IsPaused(AGameModeBase* Self) { return Self->IsPaused(); } DOTNET_EXPORT auto E_AGameModeBase_K2_FindPlayerStart(AGameModeBase* Self, AController* Player, char* IncomingName) { auto _p0 = Player; auto _p1 = ConvertFromManage_FString(IncomingName); return ConvertToManage_ObjectPointerDescription(Self->K2_FindPlayerStart(_p0, _p1)); } DOTNET_EXPORT auto E_AGameModeBase_K2_OnChangeName(AGameModeBase* Self, AController* Other, char* NewName, bool bNameChange) { auto _p0 = Other; auto _p1 = ConvertFromManage_FString(NewName); auto _p2 = bNameChange; Self->K2_OnChangeName(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AGameModeBase_K2_OnLogout(AGameModeBase* Self, AController* ExitingController) { auto _p0 = ExitingController; Self->K2_OnLogout(_p0); } DOTNET_EXPORT auto E_AGameModeBase_K2_OnRestartPlayer(AGameModeBase* Self, AController* NewPlayer) { auto _p0 = NewPlayer; Self->K2_OnRestartPlayer(_p0); } DOTNET_EXPORT auto E_AGameModeBase_K2_OnSwapPlayerControllers(AGameModeBase* Self, APlayerController* OldPC, APlayerController* NewPC) { auto _p0 = OldPC; auto _p1 = NewPC; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->K2_OnSwapPlayerControllers_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_K2_PostLogin(AGameModeBase* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; Self->K2_PostLogin(_p0); } DOTNET_EXPORT auto E_AGameModeBase_Logout(AGameModeBase* Self, AController* Exiting) { auto _p0 = Exiting; Self->Logout(_p0); } DOTNET_EXPORT auto E_AGameModeBase_MustSpectate(AGameModeBase* Self, APlayerController* NewPlayerController) { auto _p0 = NewPlayerController; return Self->MustSpectate(_p0); } DOTNET_EXPORT auto E_AGameModeBase_PlayerCanRestart(AGameModeBase* Self, APlayerController* Player) { auto _p0 = Player; return Self->PlayerCanRestart(_p0); } DOTNET_EXPORT auto E_AGameModeBase_PostLogin(AGameModeBase* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; Self->PostLogin(_p0); } DOTNET_EXPORT auto E_AGameModeBase_PostSeamlessTravel(AGameModeBase* Self) { Self->PostSeamlessTravel(); } DOTNET_EXPORT auto E_AGameModeBase_ProcessServerTravel(AGameModeBase* Self, char* URL, bool bAbsolute) { auto _p0 = ConvertFromManage_FString(URL); auto _p1 = bAbsolute; Self->ProcessServerTravel(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_ReplicateStreamingStatus(AGameModeBase* Self, APlayerController* PC) { auto _p0 = PC; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->ReplicateStreamingStatus_WRAP(_p0); } DOTNET_EXPORT auto E_AGameModeBase_ResetLevel(AGameModeBase* Self) { Self->ResetLevel(); } DOTNET_EXPORT auto E_AGameModeBase_RestartPlayer(AGameModeBase* Self, AController* NewPlayer) { auto _p0 = NewPlayer; Self->RestartPlayer(_p0); } DOTNET_EXPORT auto E_AGameModeBase_RestartPlayerAtPlayerStart(AGameModeBase* Self, AController* NewPlayer, AActor* StartSpot) { auto _p0 = NewPlayer; auto _p1 = StartSpot; Self->RestartPlayerAtPlayerStart(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_RestartPlayerAtTransform(AGameModeBase* Self, AController* NewPlayer, INT_PTR SpawnTransform) { auto _p0 = NewPlayer; auto& _p1 = *(FTransform*)SpawnTransform; Self->RestartPlayerAtTransform(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_ReturnToMainMenuHost(AGameModeBase* Self) { Self->ReturnToMainMenuHost(); } DOTNET_EXPORT auto E_AGameModeBase_SetPause(AGameModeBase* Self, APlayerController* PC) { auto _p0 = PC; return Self->SetPause(_p0); } DOTNET_EXPORT auto E_AGameModeBase_SetPlayerDefaults(AGameModeBase* Self, APawn* PlayerPawn) { auto _p0 = PlayerPawn; Self->SetPlayerDefaults(_p0); } DOTNET_EXPORT auto E_AGameModeBase_ShouldReset(AGameModeBase* Self, AActor* ActorToReset) { auto _p0 = ActorToReset; return Self->ShouldReset(_p0); } DOTNET_EXPORT auto E_AGameModeBase_ShouldSpawnAtStartSpot(AGameModeBase* Self, AController* Player) { auto _p0 = Player; return ((E_PROTECTED_WRAP_AGameModeBase*)Self)->ShouldSpawnAtStartSpot_WRAP(_p0); } DOTNET_EXPORT auto E_AGameModeBase_ShouldStartInCinematicMode(AGameModeBase* Self, APlayerController* Player, bool OutHidePlayer, bool OutHideHud, bool OutDisableMovement, bool OutDisableTurning) { auto _p0 = Player; auto& _p1 = OutHidePlayer; auto& _p2 = OutHideHud; auto& _p3 = OutDisableMovement; auto& _p4 = OutDisableTurning; return ((E_PROTECTED_WRAP_AGameModeBase*)Self)->ShouldStartInCinematicMode_WRAP(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_AGameModeBase_SpawnDefaultPawnAtTransform(AGameModeBase* Self, AController* NewPlayer, INT_PTR SpawnTransform) { auto _p0 = NewPlayer; auto& _p1 = *(FTransform*)SpawnTransform; return ConvertToManage_ObjectPointerDescription(Self->SpawnDefaultPawnAtTransform(_p0, _p1)); } DOTNET_EXPORT auto E_AGameModeBase_SpawnDefaultPawnFor(AGameModeBase* Self, AController* NewPlayer, AActor* StartSpot) { auto _p0 = NewPlayer; auto _p1 = StartSpot; return ConvertToManage_ObjectPointerDescription(Self->SpawnDefaultPawnFor(_p0, _p1)); } DOTNET_EXPORT auto E_AGameModeBase_SpawnPlayerController(AGameModeBase* Self, ENetRole InRemoteRole, char* Options) { auto _p0 = InRemoteRole; auto _p1 = ConvertFromManage_FString(Options); return ConvertToManage_ObjectPointerDescription(Self->SpawnPlayerController(_p0, _p1)); } DOTNET_EXPORT auto E_AGameModeBase_SpawnPlayerController_o1(AGameModeBase* Self, ENetRole InRemoteRole, INT_PTR SpawnLocation, INT_PTR SpawnRotation) { auto _p0 = InRemoteRole; auto& _p1 = *(FVector*)SpawnLocation; auto& _p2 = *(FRotator*)SpawnRotation; return ConvertToManage_ObjectPointerDescription(Self->SpawnPlayerController(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_AGameModeBase_SpawnPlayerFromSimulate(AGameModeBase* Self, INT_PTR NewLocation, INT_PTR NewRotation) { auto& _p0 = *(FVector*)NewLocation; auto& _p1 = *(FRotator*)NewRotation; return Self->SpawnPlayerFromSimulate(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_SpawnReplayPlayerController(AGameModeBase* Self, ENetRole InRemoteRole, INT_PTR SpawnLocation, INT_PTR SpawnRotation) { auto _p0 = InRemoteRole; auto& _p1 = *(FVector*)SpawnLocation; auto& _p2 = *(FRotator*)SpawnRotation; return ConvertToManage_ObjectPointerDescription(Self->SpawnReplayPlayerController(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_AGameModeBase_StartPlay(AGameModeBase* Self) { Self->StartPlay(); } DOTNET_EXPORT auto E_AGameModeBase_StartToLeaveMap(AGameModeBase* Self) { Self->StartToLeaveMap(); } DOTNET_EXPORT auto E_AGameModeBase_SwapPlayerControllers(AGameModeBase* Self, APlayerController* OldPC, APlayerController* NewPC) { auto _p0 = OldPC; auto _p1 = NewPC; Self->SwapPlayerControllers(_p0, _p1); } DOTNET_EXPORT auto E_AGameModeBase_UpdateGameplayMuteList(AGameModeBase* Self, APlayerController* aPlayer) { auto _p0 = aPlayer; ((E_PROTECTED_WRAP_AGameModeBase*)Self)->UpdateGameplayMuteList_WRAP(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_InitGameState(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__InitGameState(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostSeamlessTravel(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__PostSeamlessTravel(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ResetLevel(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__ResetLevel(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ReturnToMainMenuHost(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__ReturnToMainMenuHost(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_StartPlay(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__StartPlay(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_StartToLeaveMap(AGameModeBase* Self) { ((AManageGameModeBase*)Self)->_Supper__StartToLeaveMap(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_BeginPlay(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ClearCrossLevelReferences(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_Destroyed(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ForceNetRelevant(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ForceNetUpdate(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_GatherCurrentMovement(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageGameModeBase*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_K2_DestroyActor(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_LifeSpanExpired(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_MarkComponentsAsPendingKill(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_NotifyActorBeginCursorOver(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_NotifyActorEndCursorOver(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnRep_AttachmentReplication(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnRep_Instigator(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnRep_Owner(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnRep_ReplicatedMovement(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnRep_ReplicateMovement(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageGameModeBase*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OutsideWorldBounds(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostActorCreated(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostInitializeComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostNetInit(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostNetReceivePhysicState(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostNetReceiveRole(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostRegisterAllComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostUnregisterAllComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PreInitializeComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PreRegisterAllComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageGameModeBase*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AGameModeBase_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageGameModeBase*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_RegisterAllComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ReregisterAllComponents(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_RerunConstructionScripts(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_Reset(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_RewindForReplay(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageGameModeBase*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageGameModeBase*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageGameModeBase*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_TearOff(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageGameModeBase*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageGameModeBase*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_TornOff(AActor* Self) { ((AManageGameModeBase*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageGameModeBase*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_BeginDestroy(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_FinishDestroy(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostCDOContruct(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostEditImport(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostInitProperties(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostLoad(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostNetReceive(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostRepNotifies(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageGameModeBase*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PreDestroyFromReplication(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_PreNetReceive(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_ShutdownAfterError(UObject* Self) { ((AManageGameModeBase*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_CreateCluster(UObjectBaseUtility* Self) { ((AManageGameModeBase*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AGameModeBase_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageGameModeBase*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UProjectileMovementComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UProjectileMovementComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageProjectileMovementComponent.h" #include "Runtime/Engine/Classes/GameFramework/ProjectileMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\ProjectileMovementComponent.h:22 class E_PROTECTED_WRAP_UProjectileMovementComponent : protected UProjectileMovementComponent { public: FVector ComputeAcceleration_WRAP(const FVector& InVelocity, float DeltaTime) { return ComputeAcceleration(InVelocity, DeltaTime); } FVector ComputeBounceResult_WRAP(const FHitResult& Hit, float TimeSlice, const FVector& MoveDelta) { return ComputeBounceResult(Hit, TimeSlice, MoveDelta); } FVector ComputeHomingAcceleration_WRAP(const FVector& InVelocity, float DeltaTime) { return ComputeHomingAcceleration(InVelocity, DeltaTime); } FVector ComputeMoveDelta_WRAP(const FVector& InVelocity, float DeltaTime) { return ComputeMoveDelta(InVelocity, DeltaTime); } EHandleBlockingHitResult HandleBlockingHit_WRAP(const FHitResult& Hit, float TimeTick, const FVector& MoveDelta, float& SubTickTimeRemaining) { return HandleBlockingHit(Hit, TimeTick, MoveDelta, SubTickTimeRemaining); } bool HandleSliding_WRAP(FHitResult& Hit, float& SubTickTimeRemaining) { return HandleSliding(Hit, SubTickTimeRemaining); } FVector LimitVelocity_WRAP(FVector NewVelocity) { return LimitVelocity(NewVelocity); } void TickInterpolation_WRAP(float DeltaTime) { TickInterpolation(DeltaTime); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bBounceAngleAffectsFriction_GET(UProjectileMovementComponent* Ptr) { return Ptr->bBounceAngleAffectsFriction; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bBounceAngleAffectsFriction_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bBounceAngleAffectsFriction = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bForceSubStepping_GET(UProjectileMovementComponent* Ptr) { return Ptr->bForceSubStepping; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bForceSubStepping_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bForceSubStepping = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bInitialVelocityInLocalSpace_GET(UProjectileMovementComponent* Ptr) { return Ptr->bInitialVelocityInLocalSpace; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bInitialVelocityInLocalSpace_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bInitialVelocityInLocalSpace = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bInterpMovement_GET(UProjectileMovementComponent* Ptr) { return Ptr->bInterpMovement; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bInterpMovement_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bInterpMovement = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bInterpRotation_GET(UProjectileMovementComponent* Ptr) { return Ptr->bInterpRotation; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bInterpRotation_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bInterpRotation = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bIsHomingProjectile_GET(UProjectileMovementComponent* Ptr) { return Ptr->bIsHomingProjectile; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bIsHomingProjectile_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bIsHomingProjectile = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bIsSliding_GET(UProjectileMovementComponent* Ptr) { return Ptr->bIsSliding; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bIsSliding_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bIsSliding = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_BounceAdditionalIterations_GET(UProjectileMovementComponent* Ptr) { return Ptr->BounceAdditionalIterations; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_BounceAdditionalIterations_SET(UProjectileMovementComponent* Ptr, int32 Value) { Ptr->BounceAdditionalIterations = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_BounceVelocityStopSimulatingThreshold_GET(UProjectileMovementComponent* Ptr) { return Ptr->BounceVelocityStopSimulatingThreshold; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_BounceVelocityStopSimulatingThreshold_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->BounceVelocityStopSimulatingThreshold = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_Bounciness_GET(UProjectileMovementComponent* Ptr) { return Ptr->Bounciness; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_Bounciness_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->Bounciness = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bRotationFollowsVelocity_GET(UProjectileMovementComponent* Ptr) { return Ptr->bRotationFollowsVelocity; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bRotationFollowsVelocity_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bRotationFollowsVelocity = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bShouldBounce_GET(UProjectileMovementComponent* Ptr) { return Ptr->bShouldBounce; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bShouldBounce_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bShouldBounce = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bSimulationEnabled_GET(UProjectileMovementComponent* Ptr) { return Ptr->bSimulationEnabled; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bSimulationEnabled_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bSimulationEnabled = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_bSweepCollision_GET(UProjectileMovementComponent* Ptr) { return Ptr->bSweepCollision; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_bSweepCollision_SET(UProjectileMovementComponent* Ptr, uint8 Value) { Ptr->bSweepCollision = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_Buoyancy_GET(UProjectileMovementComponent* Ptr) { return Ptr->Buoyancy; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_Buoyancy_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->Buoyancy = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_Friction_GET(UProjectileMovementComponent* Ptr) { return Ptr->Friction; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_Friction_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->Friction = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_HomingAccelerationMagnitude_GET(UProjectileMovementComponent* Ptr) { return Ptr->HomingAccelerationMagnitude; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_HomingAccelerationMagnitude_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->HomingAccelerationMagnitude = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_InitialSpeed_GET(UProjectileMovementComponent* Ptr) { return Ptr->InitialSpeed; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_InitialSpeed_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->InitialSpeed = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_InterpLocationMaxLagDistance_GET(UProjectileMovementComponent* Ptr) { return Ptr->InterpLocationMaxLagDistance; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_InterpLocationMaxLagDistance_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->InterpLocationMaxLagDistance = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_InterpLocationSnapToTargetDistance_GET(UProjectileMovementComponent* Ptr) { return Ptr->InterpLocationSnapToTargetDistance; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_InterpLocationSnapToTargetDistance_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->InterpLocationSnapToTargetDistance = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_InterpLocationTime_GET(UProjectileMovementComponent* Ptr) { return Ptr->InterpLocationTime; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_InterpLocationTime_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->InterpLocationTime = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_InterpRotationTime_GET(UProjectileMovementComponent* Ptr) { return Ptr->InterpRotationTime; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_InterpRotationTime_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->InterpRotationTime = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_MaxSimulationIterations_GET(UProjectileMovementComponent* Ptr) { return Ptr->MaxSimulationIterations; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_MaxSimulationIterations_SET(UProjectileMovementComponent* Ptr, int32 Value) { Ptr->MaxSimulationIterations = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_MaxSimulationTimeStep_GET(UProjectileMovementComponent* Ptr) { return Ptr->MaxSimulationTimeStep; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_MaxSimulationTimeStep_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->MaxSimulationTimeStep = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_MaxSpeed_GET(UProjectileMovementComponent* Ptr) { return Ptr->MaxSpeed; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_MaxSpeed_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->MaxSpeed = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_MinFrictionFraction_GET(UProjectileMovementComponent* Ptr) { return Ptr->MinFrictionFraction; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_MinFrictionFraction_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->MinFrictionFraction = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_PreviousHitNormal_GET(UProjectileMovementComponent* Ptr) { return (INT_PTR)&(Ptr->PreviousHitNormal); } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_PreviousHitNormal_SET(UProjectileMovementComponent* Ptr, INT_PTR Value) { Ptr->PreviousHitNormal = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_PreviousHitTime_GET(UProjectileMovementComponent* Ptr) { return Ptr->PreviousHitTime; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_PreviousHitTime_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->PreviousHitTime = Value; } DOTNET_EXPORT auto E_PROP_UProjectileMovementComponent_ProjectileGravityScale_GET(UProjectileMovementComponent* Ptr) { return Ptr->ProjectileGravityScale; } DOTNET_EXPORT void E_PROP_UProjectileMovementComponent_ProjectileGravityScale_SET(UProjectileMovementComponent* Ptr, float Value) { Ptr->ProjectileGravityScale = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UProjectileMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UProjectileMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UProjectileMovementComponent_CheckStillInWorld(UProjectileMovementComponent* Self) { return Self->CheckStillInWorld(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ComputeAcceleration(UProjectileMovementComponent* Self, INT_PTR InVelocity, float DeltaTime) { auto& _p0 = *(FVector*)InVelocity; auto _p1 = DeltaTime; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->ComputeAcceleration_WRAP(_p0, _p1)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ComputeBounceResult(UProjectileMovementComponent* Self, INT_PTR Hit, float TimeSlice, INT_PTR MoveDelta) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = TimeSlice; auto& _p2 = *(FVector*)MoveDelta; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->ComputeBounceResult_WRAP(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ComputeHomingAcceleration(UProjectileMovementComponent* Self, INT_PTR InVelocity, float DeltaTime) { auto& _p0 = *(FVector*)InVelocity; auto _p1 = DeltaTime; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->ComputeHomingAcceleration_WRAP(_p0, _p1)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ComputeMoveDelta(UProjectileMovementComponent* Self, INT_PTR InVelocity, float DeltaTime) { auto& _p0 = *(FVector*)InVelocity; auto _p1 = DeltaTime; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->ComputeMoveDelta_WRAP(_p0, _p1)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ComputeVelocity(UProjectileMovementComponent* Self, INT_PTR InitialVelocity, float DeltaTime) { auto _p0 = *(FVector*)InitialVelocity; auto _p1 = DeltaTime; return (INT_PTR) new FVector(Self->ComputeVelocity(_p0, _p1)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_GetBuoyancy(UProjectileMovementComponent* Self) { return Self->GetBuoyancy(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_GetInterpolatedComponent(UProjectileMovementComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetInterpolatedComponent()); } DOTNET_EXPORT auto E_UProjectileMovementComponent_GetSimulationTimeStep(UProjectileMovementComponent* Self, float RemainingTime, int32 Iterations) { auto _p0 = RemainingTime; auto _p1 = Iterations; return Self->GetSimulationTimeStep(_p0, _p1); } DOTNET_EXPORT auto E_UProjectileMovementComponent_HandleBlockingHit(UProjectileMovementComponent* Self, INT_PTR Hit, float TimeTick, INT_PTR MoveDelta, float SubTickTimeRemaining) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = TimeTick; auto& _p2 = *(FVector*)MoveDelta; auto& _p3 = SubTickTimeRemaining; return ((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->HandleBlockingHit_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UProjectileMovementComponent_HandleSliding(UProjectileMovementComponent* Self, INT_PTR Hit, float SubTickTimeRemaining) { auto& _p0 = *(FHitResult*)Hit; auto& _p1 = SubTickTimeRemaining; return ((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->HandleSliding_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UProjectileMovementComponent_HasStoppedSimulation(UProjectileMovementComponent* Self) { return Self->HasStoppedSimulation(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_IsInterpolationComplete(UProjectileMovementComponent* Self) { return Self->IsInterpolationComplete(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_IsVelocityUnderSimulationThreshold(UProjectileMovementComponent* Self) { return Self->IsVelocityUnderSimulationThreshold(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_LimitVelocity(UProjectileMovementComponent* Self, INT_PTR NewVelocity) { auto _p0 = *(FVector*)NewVelocity; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->LimitVelocity_WRAP(_p0)); } DOTNET_EXPORT auto E_UProjectileMovementComponent_MoveInterpolationTarget(UProjectileMovementComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation) { auto& _p0 = *(FVector*)NewLocation; auto& _p1 = *(FRotator*)NewRotation; Self->MoveInterpolationTarget(_p0, _p1); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ResetInterpolation(UProjectileMovementComponent* Self) { Self->ResetInterpolation(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_SetInterpolatedComponent(UProjectileMovementComponent* Self, USceneComponent* Component) { auto _p0 = Component; Self->SetInterpolatedComponent(_p0); } DOTNET_EXPORT auto E_UProjectileMovementComponent_SetVelocityInLocalSpace(UProjectileMovementComponent* Self, INT_PTR NewVelocity) { auto _p0 = *(FVector*)NewVelocity; Self->SetVelocityInLocalSpace(_p0); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ShouldApplyGravity(UProjectileMovementComponent* Self) { return Self->ShouldApplyGravity(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_ShouldUseSubStepping(UProjectileMovementComponent* Self) { return Self->ShouldUseSubStepping(); } DOTNET_EXPORT auto E_UProjectileMovementComponent_StopSimulating(UProjectileMovementComponent* Self, INT_PTR HitResult) { auto& _p0 = *(FHitResult*)HitResult; Self->StopSimulating(_p0); } DOTNET_EXPORT auto E_UProjectileMovementComponent_TickInterpolation(UProjectileMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UProjectileMovementComponent*)Self)->TickInterpolation_WRAP(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_ResetInterpolation(UProjectileMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__ResetInterpolation(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_TickInterpolation(UProjectileMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageProjectileMovementComponent*)Self)->_Supper__TickInterpolation(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnTeleported(UMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageProjectileMovementComponent*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_StopMovementImmediately(UMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_UpdateTickRegistration(UMovementComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageProjectileMovementComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_BeginPlay(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_Deactivate(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageProjectileMovementComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_InitializeComponent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageProjectileMovementComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnComponentCreated(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageProjectileMovementComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnRegister(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnUnregister(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageProjectileMovementComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageProjectileMovementComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageProjectileMovementComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageProjectileMovementComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageProjectileMovementComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_ToggleActive(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_UninitializeComponent(UActorComponent* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_BeginDestroy(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_FinishDestroy(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostCDOContruct(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostEditImport(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostInitProperties(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostLoad(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostNetReceive(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostRepNotifies(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageProjectileMovementComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PreDestroyFromReplication(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_PreNetReceive(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_ShutdownAfterError(UObject* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UProjectileMovementComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageProjectileMovementComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USceneCaptureComponentCube.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSceneCaptureComponentCube.h" #include "Runtime/Engine/Classes/Components/SceneCaptureComponentCube.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SceneCaptureComponentCube.h:17 extern "C" { DOTNET_EXPORT auto E_PROP_USceneCaptureComponentCube_IPD_GET(USceneCaptureComponentCube* Ptr) { return Ptr->IPD; } DOTNET_EXPORT void E_PROP_USceneCaptureComponentCube_IPD_SET(USceneCaptureComponentCube* Ptr, float Value) { Ptr->IPD = Value; } DOTNET_EXPORT INT_PTR E_NewObject_USceneCaptureComponentCube(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USceneCaptureComponentCube>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USceneCaptureComponentCube_CaptureScene(USceneCaptureComponentCube* Self) { Self->CaptureScene(); } DOTNET_EXPORT auto E_USceneCaptureComponentCube_CaptureSceneDeferred(USceneCaptureComponentCube* Self) { Self->CaptureSceneDeferred(); } DOTNET_EXPORT auto E_USceneCaptureComponentCube_UpdateContent(USceneCaptureComponentCube* Self) { Self->UpdateContent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSceneCaptureComponentCube*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnAttachmentChanged(USceneComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnVisibilityChanged(USceneComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_UpdateBounds(USceneComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSceneCaptureComponentCube*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSceneCaptureComponentCube*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_BeginPlay(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_Deactivate(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSceneCaptureComponentCube*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_InitializeComponent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSceneCaptureComponentCube*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnComponentCreated(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnRegister(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnRep_IsActive(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnUnregister(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSceneCaptureComponentCube*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSceneCaptureComponentCube*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSceneCaptureComponentCube*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSceneCaptureComponentCube*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSceneCaptureComponentCube*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_ToggleActive(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_UninitializeComponent(UActorComponent* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_BeginDestroy(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_FinishDestroy(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostCDOContruct(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostEditImport(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostInitProperties(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostLoad(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostNetReceive(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostRepNotifies(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSceneCaptureComponentCube*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PreDestroyFromReplication(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_PreNetReceive(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_ShutdownAfterError(UObject* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_CreateCluster(UObjectBaseUtility* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USceneCaptureComponentCube_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSceneCaptureComponentCube*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UInputSettings.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageInputSettings.h" #include "Runtime/Engine/Classes/GameFramework/InputSettings.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\InputSettings.h:20 extern "C" { DOTNET_EXPORT auto E_PROP_UInputSettings_bAltEnterTogglesFullscreen_GET(UInputSettings* Ptr) { return Ptr->bAltEnterTogglesFullscreen; } DOTNET_EXPORT void E_PROP_UInputSettings_bAltEnterTogglesFullscreen_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bAltEnterTogglesFullscreen = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bAlwaysShowTouchInterface_GET(UInputSettings* Ptr) { return Ptr->bAlwaysShowTouchInterface; } DOTNET_EXPORT void E_PROP_UInputSettings_bAlwaysShowTouchInterface_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bAlwaysShowTouchInterface = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bCaptureMouseOnLaunch_GET(UInputSettings* Ptr) { return Ptr->bCaptureMouseOnLaunch; } DOTNET_EXPORT void E_PROP_UInputSettings_bCaptureMouseOnLaunch_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bCaptureMouseOnLaunch = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bDefaultViewportMouseLock_DEPRECATED_GET(UInputSettings* Ptr) { return Ptr->bDefaultViewportMouseLock_DEPRECATED; } DOTNET_EXPORT void E_PROP_UInputSettings_bDefaultViewportMouseLock_DEPRECATED_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bDefaultViewportMouseLock_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bEnableFOVScaling_GET(UInputSettings* Ptr) { return Ptr->bEnableFOVScaling; } DOTNET_EXPORT void E_PROP_UInputSettings_bEnableFOVScaling_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bEnableFOVScaling = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bEnableGestureRecognizer_GET(UInputSettings* Ptr) { return Ptr->bEnableGestureRecognizer; } DOTNET_EXPORT void E_PROP_UInputSettings_bEnableGestureRecognizer_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bEnableGestureRecognizer = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bEnableMouseSmoothing_GET(UInputSettings* Ptr) { return Ptr->bEnableMouseSmoothing; } DOTNET_EXPORT void E_PROP_UInputSettings_bEnableMouseSmoothing_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bEnableMouseSmoothing = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bF11TogglesFullscreen_GET(UInputSettings* Ptr) { return Ptr->bF11TogglesFullscreen; } DOTNET_EXPORT void E_PROP_UInputSettings_bF11TogglesFullscreen_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bF11TogglesFullscreen = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bShowConsoleOnFourFingerTap_GET(UInputSettings* Ptr) { return Ptr->bShowConsoleOnFourFingerTap; } DOTNET_EXPORT void E_PROP_UInputSettings_bShowConsoleOnFourFingerTap_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bShowConsoleOnFourFingerTap = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bUseAutocorrect_GET(UInputSettings* Ptr) { return Ptr->bUseAutocorrect; } DOTNET_EXPORT void E_PROP_UInputSettings_bUseAutocorrect_SET(UInputSettings* Ptr, bool Value) { Ptr->bUseAutocorrect = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_bUseMouseForTouch_GET(UInputSettings* Ptr) { return Ptr->bUseMouseForTouch; } DOTNET_EXPORT void E_PROP_UInputSettings_bUseMouseForTouch_SET(UInputSettings* Ptr, uint8 Value) { Ptr->bUseMouseForTouch = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_DefaultViewportMouseCaptureMode_GET(UInputSettings* Ptr) { return Ptr->DefaultViewportMouseCaptureMode; } DOTNET_EXPORT void E_PROP_UInputSettings_DefaultViewportMouseCaptureMode_SET(UInputSettings* Ptr, EMouseCaptureMode Value) { Ptr->DefaultViewportMouseCaptureMode = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_DefaultViewportMouseLockMode_GET(UInputSettings* Ptr) { return Ptr->DefaultViewportMouseLockMode; } DOTNET_EXPORT void E_PROP_UInputSettings_DefaultViewportMouseLockMode_SET(UInputSettings* Ptr, EMouseLockMode Value) { Ptr->DefaultViewportMouseLockMode = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_DoubleClickTime_GET(UInputSettings* Ptr) { return Ptr->DoubleClickTime; } DOTNET_EXPORT void E_PROP_UInputSettings_DoubleClickTime_SET(UInputSettings* Ptr, float Value) { Ptr->DoubleClickTime = Value; } DOTNET_EXPORT auto E_PROP_UInputSettings_FOVScale_GET(UInputSettings* Ptr) { return Ptr->FOVScale; } DOTNET_EXPORT void E_PROP_UInputSettings_FOVScale_SET(UInputSettings* Ptr, float Value) { Ptr->FOVScale = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UInputSettings(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UInputSettings>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UInputSettings_AddActionMapping(UInputSettings* Self, INT_PTR KeyMapping, bool bForceRebuildKeymaps) { auto& _p0 = *(FInputActionKeyMapping*)KeyMapping; auto _p1 = bForceRebuildKeymaps; Self->AddActionMapping(_p0, _p1); } DOTNET_EXPORT auto E_UInputSettings_AddAxisMapping(UInputSettings* Self, INT_PTR KeyMapping, bool bForceRebuildKeymaps) { auto& _p0 = *(FInputAxisKeyMapping*)KeyMapping; auto _p1 = bForceRebuildKeymaps; Self->AddAxisMapping(_p0, _p1); } DOTNET_EXPORT auto E_UInputSettings_ForceRebuildKeymaps(UInputSettings* Self) { Self->ForceRebuildKeymaps(); } DOTNET_EXPORT auto E_UInputSettings_GetInputSettings(UInputSettings* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetInputSettings()); } DOTNET_EXPORT auto E_UInputSettings_RemoveActionMapping(UInputSettings* Self, INT_PTR KeyMapping, bool bForceRebuildKeymaps) { auto& _p0 = *(FInputActionKeyMapping*)KeyMapping; auto _p1 = bForceRebuildKeymaps; Self->RemoveActionMapping(_p0, _p1); } DOTNET_EXPORT auto E_UInputSettings_RemoveAxisMapping(UInputSettings* Self, INT_PTR KeyMapping, bool bForceRebuildKeymaps) { auto& _p0 = *(FInputAxisKeyMapping*)KeyMapping; auto _p1 = bForceRebuildKeymaps; Self->RemoveAxisMapping(_p0, _p1); } DOTNET_EXPORT auto E_UInputSettings_SaveKeyMappings(UInputSettings* Self) { Self->SaveKeyMappings(); } DOTNET_EXPORT auto E__Supper__UInputSettings_BeginDestroy(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UInputSettings_FinishDestroy(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UInputSettings_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostCDOContruct(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostEditImport(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostInitProperties(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostLoad(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostNetReceive(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostRepNotifies(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageInputSettings*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UInputSettings_PreDestroyFromReplication(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UInputSettings_PreNetReceive(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UInputSettings_ShutdownAfterError(UObject* Self) { ((UManageInputSettings*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UInputSettings_CreateCluster(UObjectBaseUtility* Self) { ((UManageInputSettings*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UInputSettings_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageInputSettings*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCameraComponent.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraComponent.h" #include "Runtime/Engine/Classes/Camera/CameraComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraComponent.h:21 extern "C" { DOTNET_EXPORT auto E_PROP_UCameraComponent_AspectRatio_GET(UCameraComponent* Ptr) { return Ptr->AspectRatio; } DOTNET_EXPORT void E_PROP_UCameraComponent_AspectRatio_SET(UCameraComponent* Ptr, float Value) { Ptr->AspectRatio = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_bConstrainAspectRatio_GET(UCameraComponent* Ptr) { return Ptr->bConstrainAspectRatio; } DOTNET_EXPORT void E_PROP_UCameraComponent_bConstrainAspectRatio_SET(UCameraComponent* Ptr, uint8 Value) { Ptr->bConstrainAspectRatio = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_bLockToHmd_GET(UCameraComponent* Ptr) { return Ptr->bLockToHmd; } DOTNET_EXPORT void E_PROP_UCameraComponent_bLockToHmd_SET(UCameraComponent* Ptr, uint8 Value) { Ptr->bLockToHmd = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_bUseFieldOfViewForLOD_GET(UCameraComponent* Ptr) { return Ptr->bUseFieldOfViewForLOD; } DOTNET_EXPORT void E_PROP_UCameraComponent_bUseFieldOfViewForLOD_SET(UCameraComponent* Ptr, uint8 Value) { Ptr->bUseFieldOfViewForLOD = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_bUsePawnControlRotation_GET(UCameraComponent* Ptr) { return Ptr->bUsePawnControlRotation; } DOTNET_EXPORT void E_PROP_UCameraComponent_bUsePawnControlRotation_SET(UCameraComponent* Ptr, uint8 Value) { Ptr->bUsePawnControlRotation = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_FieldOfView_GET(UCameraComponent* Ptr) { return Ptr->FieldOfView; } DOTNET_EXPORT void E_PROP_UCameraComponent_FieldOfView_SET(UCameraComponent* Ptr, float Value) { Ptr->FieldOfView = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_OrthoFarClipPlane_GET(UCameraComponent* Ptr) { return Ptr->OrthoFarClipPlane; } DOTNET_EXPORT void E_PROP_UCameraComponent_OrthoFarClipPlane_SET(UCameraComponent* Ptr, float Value) { Ptr->OrthoFarClipPlane = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_OrthoNearClipPlane_GET(UCameraComponent* Ptr) { return Ptr->OrthoNearClipPlane; } DOTNET_EXPORT void E_PROP_UCameraComponent_OrthoNearClipPlane_SET(UCameraComponent* Ptr, float Value) { Ptr->OrthoNearClipPlane = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_OrthoWidth_GET(UCameraComponent* Ptr) { return Ptr->OrthoWidth; } DOTNET_EXPORT void E_PROP_UCameraComponent_OrthoWidth_SET(UCameraComponent* Ptr, float Value) { Ptr->OrthoWidth = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_PostProcessBlendWeight_GET(UCameraComponent* Ptr) { return Ptr->PostProcessBlendWeight; } DOTNET_EXPORT void E_PROP_UCameraComponent_PostProcessBlendWeight_SET(UCameraComponent* Ptr, float Value) { Ptr->PostProcessBlendWeight = Value; } DOTNET_EXPORT auto E_PROP_UCameraComponent_PostProcessSettings_GET(UCameraComponent* Ptr) { return (INT_PTR)&(Ptr->PostProcessSettings); } DOTNET_EXPORT void E_PROP_UCameraComponent_PostProcessSettings_SET(UCameraComponent* Ptr, INT_PTR Value) { Ptr->PostProcessSettings = *(FPostProcessSettings*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCameraComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCameraComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCameraComponent_AddAdditiveOffset(UCameraComponent* Self, INT_PTR Transform, float FOV) { auto& _p0 = *(FTransform*)Transform; auto _p1 = FOV; Self->AddAdditiveOffset(_p0, _p1); } DOTNET_EXPORT auto E_UCameraComponent_AddExtraPostProcessBlend(UCameraComponent* Self, INT_PTR PPSettings, float PPBlendWeight) { auto& _p0 = *(FPostProcessSettings*)PPSettings; auto _p1 = PPBlendWeight; Self->AddExtraPostProcessBlend(_p0, _p1); } DOTNET_EXPORT auto E_UCameraComponent_ClearAdditiveOffset(UCameraComponent* Self) { Self->ClearAdditiveOffset(); } DOTNET_EXPORT auto E_UCameraComponent_ClearExtraPostProcessBlends(UCameraComponent* Self) { Self->ClearExtraPostProcessBlends(); } DOTNET_EXPORT auto E_UCameraComponent_GetAdditiveOffset(UCameraComponent* Self, INT_PTR OutAdditiveOffset, float OutAdditiveFOVOffset) { auto& _p0 = *(FTransform*)OutAdditiveOffset; auto& _p1 = OutAdditiveFOVOffset; Self->GetAdditiveOffset(_p0, _p1); } DOTNET_EXPORT auto E_UCameraComponent_GetCameraView(UCameraComponent* Self, float DeltaTime, INT_PTR DesiredView) { auto _p0 = DeltaTime; auto& _p1 = *(FMinimalViewInfo*)DesiredView; Self->GetCameraView(_p0, _p1); } DOTNET_EXPORT auto E_UCameraComponent_NotifyCameraCut(UCameraComponent* Self) { Self->NotifyCameraCut(); } DOTNET_EXPORT auto E_UCameraComponent_SetAspectRatio(UCameraComponent* Self, float InAspectRatio) { auto _p0 = InAspectRatio; Self->SetAspectRatio(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetConstraintAspectRatio(UCameraComponent* Self, bool bInConstrainAspectRatio) { auto _p0 = bInConstrainAspectRatio; Self->SetConstraintAspectRatio(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetFieldOfView(UCameraComponent* Self, float InFieldOfView) { auto _p0 = InFieldOfView; Self->SetFieldOfView(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetOrthoFarClipPlane(UCameraComponent* Self, float InOrthoFarClipPlane) { auto _p0 = InOrthoFarClipPlane; Self->SetOrthoFarClipPlane(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetOrthoNearClipPlane(UCameraComponent* Self, float InOrthoNearClipPlane) { auto _p0 = InOrthoNearClipPlane; Self->SetOrthoNearClipPlane(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetOrthoWidth(UCameraComponent* Self, float InOrthoWidth) { auto _p0 = InOrthoWidth; Self->SetOrthoWidth(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetPostProcessBlendWeight(UCameraComponent* Self, float InPostProcessBlendWeight) { auto _p0 = InPostProcessBlendWeight; Self->SetPostProcessBlendWeight(_p0); } DOTNET_EXPORT auto E_UCameraComponent_SetUseFieldOfViewForLOD(UCameraComponent* Self, bool bInUseFieldOfViewForLOD) { auto _p0 = bInUseFieldOfViewForLOD; Self->SetUseFieldOfViewForLOD(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_NotifyCameraCut(UCameraComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__NotifyCameraCut(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SetFieldOfView(UCameraComponent* Self, float InFieldOfView) { auto _p0 = InFieldOfView; ((UManageCameraComponent*)Self)->_Supper__SetFieldOfView(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageCameraComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_UpdateBounds(USceneComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageCameraComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageCameraComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_BeginPlay(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_Deactivate(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageCameraComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_InitializeComponent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageCameraComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnComponentCreated(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageCameraComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnRegister(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnUnregister(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageCameraComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageCameraComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageCameraComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageCameraComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageCameraComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_ToggleActive(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_UninitializeComponent(UActorComponent* Self) { ((UManageCameraComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_BeginDestroy(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_FinishDestroy(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostCDOContruct(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostEditImport(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostInitProperties(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostLoad(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostNetReceive(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostRepNotifies(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCameraComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PreDestroyFromReplication(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_PreNetReceive(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_ShutdownAfterError(UObject* Self) { ((UManageCameraComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageCameraComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCameraComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCameraComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USceneComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSceneComponent.h" #include "Runtime/Engine/Classes/Components/SceneComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SceneComponent.h:106 class E_PROTECTED_WRAP_USceneComponent : protected USceneComponent { public: bool AreDynamicDataChangesAllowed_WRAP(bool bIgnoreStationary) { return AreDynamicDataChangesAllowed(bIgnoreStationary); } FTransform CalcNewComponentToWorld_WRAP(const FTransform& NewRelativeTransform, const USceneComponent* Parent, FName SocketName) { return CalcNewComponentToWorld(NewRelativeTransform, Parent, SocketName); } FTransform CalcNewComponentToWorld_GeneralCase_WRAP(const FTransform& NewRelativeTransform, const USceneComponent* Parent, FName SocketName) { return CalcNewComponentToWorld_GeneralCase(NewRelativeTransform, Parent, SocketName); } bool CheckStaticMobilityAndWarn_WRAP(const FText& ActionText) { return CheckStaticMobilityAndWarn(ActionText); } bool InternalSetWorldLocationAndRotation_WRAP(FVector NewLocation, const FQuat& NewQuat, bool bNoPhysics, ETeleportType Teleport) { return InternalSetWorldLocationAndRotation(NewLocation, NewQuat, bNoPhysics, Teleport); } bool MoveComponentImpl_WRAP(const FVector& Delta, const FQuat& NewRotation, bool bSweep, FHitResult* Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) { return MoveComponentImpl(Delta, NewRotation, bSweep, Hit, MoveFlags, Teleport); } void OnChildAttached_WRAP(USceneComponent* ChildComponent) { OnChildAttached(ChildComponent); } void OnChildDetached_WRAP(USceneComponent* ChildComponent) { OnChildDetached(ChildComponent); } void OnHiddenInGameChanged_WRAP() { OnHiddenInGameChanged(); } void OnUpdateTransform_WRAP(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) { OnUpdateTransform(UpdateTransformFlags, Teleport); } void OnVisibilityChanged_WRAP() { OnVisibilityChanged(); } void PostUpdateNavigationData_WRAP() { PostUpdateNavigationData(); } void UpdateNavigationData_WRAP() { UpdateNavigationData(); } bool UpdateOverlapsImpl_WRAP() { return UpdateOverlapsImpl(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_USceneComponent_bAbsoluteLocation_GET(USceneComponent* Ptr) { return Ptr->bAbsoluteLocation; } DOTNET_EXPORT void E_PROP_USceneComponent_bAbsoluteLocation_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bAbsoluteLocation = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bAbsoluteRotation_GET(USceneComponent* Ptr) { return Ptr->bAbsoluteRotation; } DOTNET_EXPORT void E_PROP_USceneComponent_bAbsoluteRotation_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bAbsoluteRotation = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bAbsoluteScale_GET(USceneComponent* Ptr) { return Ptr->bAbsoluteScale; } DOTNET_EXPORT void E_PROP_USceneComponent_bAbsoluteScale_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bAbsoluteScale = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bBoundsChangeTriggersStreamingDataRebuild_GET(USceneComponent* Ptr) { return Ptr->bBoundsChangeTriggersStreamingDataRebuild; } DOTNET_EXPORT void E_PROP_USceneComponent_bBoundsChangeTriggersStreamingDataRebuild_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bBoundsChangeTriggersStreamingDataRebuild = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bHiddenInGame_GET(USceneComponent* Ptr) { return Ptr->bHiddenInGame; } DOTNET_EXPORT void E_PROP_USceneComponent_bHiddenInGame_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bHiddenInGame = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_Bounds_GET(USceneComponent* Ptr) { return (INT_PTR)&(Ptr->Bounds); } DOTNET_EXPORT void E_PROP_USceneComponent_Bounds_SET(USceneComponent* Ptr, INT_PTR Value) { Ptr->Bounds = *(FBoxSphereBounds*)Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bUseAttachParentBound_GET(USceneComponent* Ptr) { return Ptr->bUseAttachParentBound; } DOTNET_EXPORT void E_PROP_USceneComponent_bUseAttachParentBound_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bUseAttachParentBound = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_bVisible_GET(USceneComponent* Ptr) { return Ptr->bVisible; } DOTNET_EXPORT void E_PROP_USceneComponent_bVisible_SET(USceneComponent* Ptr, uint8 Value) { Ptr->bVisible = Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_ComponentVelocity_GET(USceneComponent* Ptr) { return (INT_PTR)&(Ptr->ComponentVelocity); } DOTNET_EXPORT void E_PROP_USceneComponent_ComponentVelocity_SET(USceneComponent* Ptr, INT_PTR Value) { Ptr->ComponentVelocity = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_RelativeLocation_GET(USceneComponent* Ptr) { return (INT_PTR)&(Ptr->RelativeLocation); } DOTNET_EXPORT void E_PROP_USceneComponent_RelativeLocation_SET(USceneComponent* Ptr, INT_PTR Value) { Ptr->RelativeLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_RelativeRotation_GET(USceneComponent* Ptr) { return (INT_PTR)&(Ptr->RelativeRotation); } DOTNET_EXPORT void E_PROP_USceneComponent_RelativeRotation_SET(USceneComponent* Ptr, INT_PTR Value) { Ptr->RelativeRotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_RelativeScale3D_GET(USceneComponent* Ptr) { return (INT_PTR)&(Ptr->RelativeScale3D); } DOTNET_EXPORT void E_PROP_USceneComponent_RelativeScale3D_SET(USceneComponent* Ptr, INT_PTR Value) { Ptr->RelativeScale3D = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USceneComponent_SkipUpdateOverlapsOptimEnabled_GET() { return USceneComponent::SkipUpdateOverlapsOptimEnabled; } DOTNET_EXPORT INT_PTR E_NewObject_USceneComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USceneComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USceneComponent_AddLocalOffset(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddLocalOffset(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddLocalRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddLocalRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddLocalRotation_o1(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FQuat*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddLocalRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddLocalTransform(USceneComponent* Self, INT_PTR DeltaTransform, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FTransform*)DeltaTransform; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddLocalTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddRelativeLocation(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddRelativeLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddRelativeRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddRelativeRotation_o1(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FQuat*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddWorldOffset(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddWorldOffset(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddWorldRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddWorldRotation_o1(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FQuat*)DeltaRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AddWorldTransform(USceneComponent* Self, INT_PTR DeltaTransform, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FTransform*)DeltaTransform; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->AddWorldTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_AreDynamicDataChangesAllowed(USceneComponent* Self, bool bIgnoreStationary) { auto _p0 = bIgnoreStationary; return ((E_PROTECTED_WRAP_USceneComponent*)Self)->AreDynamicDataChangesAllowed_WRAP(_p0); } DOTNET_EXPORT auto E_USceneComponent_AttachTo(USceneComponent* Self, USceneComponent* InParent, char* InSocketName) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(InSocketName); return Self->AttachTo(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_AttachToComponent(USceneComponent* Self, USceneComponent* InParent, INT_PTR AttachmentRules, char* InSocketName) { auto _p0 = InParent; auto& _p1 = *(FAttachmentTransformRules*)AttachmentRules; auto _p2 = ConvertFromManage_FName(InSocketName); return Self->AttachToComponent(_p0, _p1, _p2); } DOTNET_EXPORT auto E_USceneComponent_CalcBoundingCylinder(USceneComponent* Self, float CylinderRadius, float CylinderHalfHeight) { auto& _p0 = CylinderRadius; auto& _p1 = CylinderHalfHeight; Self->CalcBoundingCylinder(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_CalcBounds(USceneComponent* Self, INT_PTR LocalToWorld) { auto& _p0 = *(FTransform*)LocalToWorld; return (INT_PTR) new FBoxSphereBounds(Self->CalcBounds(_p0)); } DOTNET_EXPORT auto E_USceneComponent_CalcNewComponentToWorld(USceneComponent* Self, INT_PTR NewRelativeTransform, USceneComponent* Parent, char* SocketName) { auto& _p0 = *(FTransform*)NewRelativeTransform; auto _p1 = Parent; auto _p2 = ConvertFromManage_FName(SocketName); return (INT_PTR) new FTransform(((E_PROTECTED_WRAP_USceneComponent*)Self)->CalcNewComponentToWorld_WRAP(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_USceneComponent_CalcNewComponentToWorld_GeneralCase(USceneComponent* Self, INT_PTR NewRelativeTransform, USceneComponent* Parent, char* SocketName) { auto& _p0 = *(FTransform*)NewRelativeTransform; auto _p1 = Parent; auto _p2 = ConvertFromManage_FName(SocketName); return (INT_PTR) new FTransform(((E_PROTECTED_WRAP_USceneComponent*)Self)->CalcNewComponentToWorld_GeneralCase_WRAP(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_USceneComponent_CanAttachAsChild(USceneComponent* Self, USceneComponent* ChildComponent, char* SocketName) { auto _p0 = ChildComponent; auto _p1 = ConvertFromManage_FName(SocketName); return Self->CanAttachAsChild(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_CanEverRender(USceneComponent* Self) { return Self->CanEverRender(); } DOTNET_EXPORT auto E_USceneComponent_CanHaveStaticMobility(USceneComponent* Self) { return Self->CanHaveStaticMobility(); } DOTNET_EXPORT auto E_USceneComponent_CheckStaticMobilityAndWarn(USceneComponent* Self, char* ActionText) { auto _p0 = ConvertFromManage_FText(ActionText); return ((E_PROTECTED_WRAP_USceneComponent*)Self)->CheckStaticMobilityAndWarn_WRAP(_p0); } DOTNET_EXPORT auto E_USceneComponent_ClearSkipUpdateOverlaps(USceneComponent* Self) { Self->ClearSkipUpdateOverlaps(); } DOTNET_EXPORT auto E_USceneComponent_ConditionalUpdateComponentToWorld(USceneComponent* Self) { Self->ConditionalUpdateComponentToWorld(); } DOTNET_EXPORT auto E_USceneComponent_DetachFromComponent(USceneComponent* Self, INT_PTR DetachmentRules) { auto& _p0 = *(FDetachmentTransformRules*)DetachmentRules; Self->DetachFromComponent(_p0); } DOTNET_EXPORT auto E_USceneComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; Self->DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_DoesSocketExist(USceneComponent* Self, char* InSocketName) { auto _p0 = ConvertFromManage_FName(InSocketName); return Self->DoesSocketExist(_p0); } DOTNET_EXPORT auto E_USceneComponent_GetAttachmentRoot(USceneComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetAttachmentRoot()); } DOTNET_EXPORT auto E_USceneComponent_GetAttachmentRootActor(USceneComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetAttachmentRootActor()); } DOTNET_EXPORT auto E_USceneComponent_GetAttachParent(USceneComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetAttachParent()); } DOTNET_EXPORT auto E_USceneComponent_GetAttachSocketName(USceneComponent* Self) { return ConvertToManage_StringWrapper(Self->GetAttachSocketName()); } DOTNET_EXPORT auto E_USceneComponent_GetChildComponent(USceneComponent* Self, int32 ChildIndex) { auto _p0 = ChildIndex; return ConvertToManage_ObjectPointerDescription(Self->GetChildComponent(_p0)); } DOTNET_EXPORT auto E_USceneComponent_GetCollisionObjectType(USceneComponent* Self) { return Self->GetCollisionObjectType(); } DOTNET_EXPORT auto E_USceneComponent_GetCollisionResponseToChannel(USceneComponent* Self, ECollisionChannel Channel) { auto _p0 = Channel; return Self->GetCollisionResponseToChannel(_p0); } DOTNET_EXPORT auto E_USceneComponent_GetCollisionResponseToChannels(USceneComponent* Self) { return (INT_PTR) const_cast<FCollisionResponseContainer*>(&(Self->GetCollisionResponseToChannels())); } DOTNET_EXPORT auto E_USceneComponent_GetCollisionResponseToComponent(USceneComponent* Self, USceneComponent* OtherComponent) { auto _p0 = OtherComponent; return Self->GetCollisionResponseToComponent(_p0); } DOTNET_EXPORT auto E_USceneComponent_GetComponentLocation(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetComponentLocation()); } DOTNET_EXPORT auto E_USceneComponent_GetComponentQuat(USceneComponent* Self) { return (INT_PTR) new FQuat(Self->GetComponentQuat()); } DOTNET_EXPORT auto E_USceneComponent_GetComponentRotation(USceneComponent* Self) { return (INT_PTR) new FRotator(Self->GetComponentRotation()); } DOTNET_EXPORT auto E_USceneComponent_GetComponentScale(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetComponentScale()); } DOTNET_EXPORT auto E_USceneComponent_GetComponentToWorld(USceneComponent* Self) { return (INT_PTR) const_cast<FTransform*>(&(Self->GetComponentToWorld())); } DOTNET_EXPORT auto E_USceneComponent_GetComponentTransform(USceneComponent* Self) { return (INT_PTR) const_cast<FTransform*>(&(Self->GetComponentTransform())); } DOTNET_EXPORT auto E_USceneComponent_GetComponentVelocity(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetComponentVelocity()); } DOTNET_EXPORT auto E_USceneComponent_GetDefaultSceneRootVariableName(USceneComponent* Self) { return ConvertToManage_StringWrapper(Self->GetDefaultSceneRootVariableName()); } DOTNET_EXPORT auto E_USceneComponent_GetForwardVector(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetForwardVector()); } DOTNET_EXPORT auto E_USceneComponent_GetNumChildrenComponents(USceneComponent* Self) { return Self->GetNumChildrenComponents(); } DOTNET_EXPORT auto E_USceneComponent_GetPlacementExtent(USceneComponent* Self) { return (INT_PTR) new FBoxSphereBounds(Self->GetPlacementExtent()); } DOTNET_EXPORT auto E_USceneComponent_GetRelativeRotationCache(USceneComponent* Self) { return (INT_PTR) const_cast<FRotationConversionCache*>(&(Self->GetRelativeRotationCache())); } DOTNET_EXPORT auto E_USceneComponent_GetRelativeRotationFromWorld(USceneComponent* Self, INT_PTR WorldRotation) { auto& _p0 = *(FQuat*)WorldRotation; return (INT_PTR) new FQuat(Self->GetRelativeRotationFromWorld(_p0)); } DOTNET_EXPORT auto E_USceneComponent_GetRelativeTransform(USceneComponent* Self) { return (INT_PTR) new FTransform(Self->GetRelativeTransform()); } DOTNET_EXPORT auto E_USceneComponent_GetRightVector(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetRightVector()); } DOTNET_EXPORT auto E_USceneComponent_GetShouldUpdatePhysicsVolume(USceneComponent* Self) { return Self->GetShouldUpdatePhysicsVolume(); } DOTNET_EXPORT auto E_USceneComponent_GetSocketLocation(USceneComponent* Self, char* InSocketName) { auto _p0 = ConvertFromManage_FName(InSocketName); return (INT_PTR) new FVector(Self->GetSocketLocation(_p0)); } DOTNET_EXPORT auto E_USceneComponent_GetSocketQuaternion(USceneComponent* Self, char* InSocketName) { auto _p0 = ConvertFromManage_FName(InSocketName); return (INT_PTR) new FQuat(Self->GetSocketQuaternion(_p0)); } DOTNET_EXPORT auto E_USceneComponent_GetSocketRotation(USceneComponent* Self, char* InSocketName) { auto _p0 = ConvertFromManage_FName(InSocketName); return (INT_PTR) new FRotator(Self->GetSocketRotation(_p0)); } DOTNET_EXPORT auto E_USceneComponent_GetSocketTransform(USceneComponent* Self, char* InSocketName, ERelativeTransformSpace TransformSpace) { auto _p0 = ConvertFromManage_FName(InSocketName); auto _p1 = TransformSpace; return (INT_PTR) new FTransform(Self->GetSocketTransform(_p0, _p1)); } DOTNET_EXPORT auto E_USceneComponent_GetSocketWorldLocationAndRotation(USceneComponent* Self, char* InSocketName, INT_PTR OutLocation, INT_PTR OutRotation) { auto _p0 = ConvertFromManage_FName(InSocketName); auto& _p1 = *(FVector*)OutLocation; auto& _p2 = *(FRotator*)OutRotation; Self->GetSocketWorldLocationAndRotation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_USceneComponent_GetSocketWorldLocationAndRotation_o1(USceneComponent* Self, char* InSocketName, INT_PTR OutLocation, INT_PTR OutRotation) { auto _p0 = ConvertFromManage_FName(InSocketName); auto& _p1 = *(FVector*)OutLocation; auto& _p2 = *(FQuat*)OutRotation; Self->GetSocketWorldLocationAndRotation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_USceneComponent_GetUpVector(USceneComponent* Self) { return (INT_PTR) new FVector(Self->GetUpVector()); } DOTNET_EXPORT auto E_USceneComponent_HasAnySockets(USceneComponent* Self) { return Self->HasAnySockets(); } DOTNET_EXPORT auto E_USceneComponent_InternalSetWorldLocationAndRotation(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewQuat, bool bNoPhysics, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto& _p1 = *(FQuat*)NewQuat; auto _p2 = bNoPhysics; auto _p3 = Teleport; return ((E_PROTECTED_WRAP_USceneComponent*)Self)->InternalSetWorldLocationAndRotation_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_IsAnySimulatingPhysics(USceneComponent* Self) { return Self->IsAnySimulatingPhysics(); } DOTNET_EXPORT auto E_USceneComponent_IsAttachedTo(USceneComponent* Self, USceneComponent* TestComp) { auto _p0 = TestComp; return Self->IsAttachedTo(_p0); } DOTNET_EXPORT auto E_USceneComponent_IsCollisionEnabled(USceneComponent* Self) { return Self->IsCollisionEnabled(); } DOTNET_EXPORT auto E_USceneComponent_IsDeferringMovementUpdates(USceneComponent* Self) { return Self->IsDeferringMovementUpdates(); } DOTNET_EXPORT auto E_USceneComponent_IsPhysicsCollisionEnabled(USceneComponent* Self) { return Self->IsPhysicsCollisionEnabled(); } DOTNET_EXPORT auto E_USceneComponent_IsPrecomputedLightingValid(USceneComponent* Self) { return Self->IsPrecomputedLightingValid(); } DOTNET_EXPORT auto E_USceneComponent_IsQueryCollisionEnabled(USceneComponent* Self) { return Self->IsQueryCollisionEnabled(); } DOTNET_EXPORT auto E_USceneComponent_IsSimulatingPhysics(USceneComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return Self->IsSimulatingPhysics(_p0); } DOTNET_EXPORT auto E_USceneComponent_IsVisible(USceneComponent* Self) { return Self->IsVisible(); } DOTNET_EXPORT auto E_USceneComponent_IsVisibleInEditor(USceneComponent* Self) { return Self->IsVisibleInEditor(); } DOTNET_EXPORT auto E_USceneComponent_IsWorldGeometry(USceneComponent* Self) { return Self->IsWorldGeometry(); } DOTNET_EXPORT auto E_USceneComponent_K2_AddLocalOffset(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddLocalOffset(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddLocalRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddLocalRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddLocalTransform(USceneComponent* Self, INT_PTR DeltaTransform, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto& _p0 = *(FTransform*)DeltaTransform; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddLocalTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddRelativeLocation(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddRelativeLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddRelativeRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddWorldOffset(USceneComponent* Self, INT_PTR DeltaLocation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)DeltaLocation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddWorldOffset(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddWorldRotation(USceneComponent* Self, INT_PTR DeltaRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FRotator*)DeltaRotation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AddWorldTransform(USceneComponent* Self, INT_PTR DeltaTransform, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto& _p0 = *(FTransform*)DeltaTransform; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_AddWorldTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_AttachTo(USceneComponent* Self, USceneComponent* InParent, char* InSocketName) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(InSocketName); return Self->K2_AttachTo(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_K2_AttachToComponent(USceneComponent* Self, USceneComponent* Parent, char* SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) { auto _p0 = Parent; auto _p1 = ConvertFromManage_FName(SocketName); auto _p2 = LocationRule; auto _p3 = RotationRule; auto _p4 = ScaleRule; auto _p5 = bWeldSimulatedBodies; return Self->K2_AttachToComponent(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_USceneComponent_K2_DetachFromComponent(USceneComponent* Self, EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify) { auto _p0 = LocationRule; auto _p1 = RotationRule; auto _p2 = ScaleRule; auto _p3 = bCallModify; Self->K2_DetachFromComponent(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_GetComponentLocation(USceneComponent* Self) { return (INT_PTR) new FVector(Self->K2_GetComponentLocation()); } DOTNET_EXPORT auto E_USceneComponent_K2_GetComponentRotation(USceneComponent* Self) { return (INT_PTR) new FRotator(Self->K2_GetComponentRotation()); } DOTNET_EXPORT auto E_USceneComponent_K2_GetComponentScale(USceneComponent* Self) { return (INT_PTR) new FVector(Self->K2_GetComponentScale()); } DOTNET_EXPORT auto E_USceneComponent_K2_GetComponentToWorld(USceneComponent* Self) { return (INT_PTR) new FTransform(Self->K2_GetComponentToWorld()); } DOTNET_EXPORT auto E_USceneComponent_K2_SetRelativeLocation(USceneComponent* Self, INT_PTR NewLocation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetRelativeLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_SetRelativeLocationAndRotation(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto& _p3 = *(FHitResult*)SweepHitResult; auto _p4 = bTeleport; Self->K2_SetRelativeLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_K2_SetRelativeRotation(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_SetRelativeTransform(USceneComponent* Self, INT_PTR NewTransform, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto& _p0 = *(FTransform*)NewTransform; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetRelativeTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_SetWorldLocation(USceneComponent* Self, INT_PTR NewLocation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetWorldLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_SetWorldLocationAndRotation(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto& _p3 = *(FHitResult*)SweepHitResult; auto _p4 = bTeleport; Self->K2_SetWorldLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_K2_SetWorldRotation(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_K2_SetWorldTransform(USceneComponent* Self, INT_PTR NewTransform, bool bSweep, INT_PTR SweepHitResult, bool bTeleport) { auto& _p0 = *(FTransform*)NewTransform; auto _p1 = bSweep; auto& _p2 = *(FHitResult*)SweepHitResult; auto _p3 = bTeleport; Self->K2_SetWorldTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_MoveComponent(USceneComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)Hit; auto _p4 = MoveFlags; auto _p5 = Teleport; return Self->MoveComponent(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_USceneComponent_MoveComponent_o1(USceneComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)Hit; auto _p4 = MoveFlags; auto _p5 = Teleport; return Self->MoveComponent(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_USceneComponent_MoveComponentImpl(USceneComponent* Self, INT_PTR Delta, INT_PTR NewRotation, bool bSweep, INT_PTR Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)Hit; auto _p4 = MoveFlags; auto _p5 = Teleport; return ((E_PROTECTED_WRAP_USceneComponent*)Self)->MoveComponentImpl_WRAP(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_USceneComponent_OnAttachmentChanged(USceneComponent* Self) { Self->OnAttachmentChanged(); } DOTNET_EXPORT auto E_USceneComponent_OnChildAttached(USceneComponent* Self, USceneComponent* ChildComponent) { auto _p0 = ChildComponent; ((E_PROTECTED_WRAP_USceneComponent*)Self)->OnChildAttached_WRAP(_p0); } DOTNET_EXPORT auto E_USceneComponent_OnChildDetached(USceneComponent* Self, USceneComponent* ChildComponent) { auto _p0 = ChildComponent; ((E_PROTECTED_WRAP_USceneComponent*)Self)->OnChildDetached_WRAP(_p0); } DOTNET_EXPORT auto E_USceneComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((E_PROTECTED_WRAP_USceneComponent*)Self)->OnHiddenInGameChanged_WRAP(); } DOTNET_EXPORT auto E_USceneComponent_OnUpdateTransform(USceneComponent* Self, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) { auto _p0 = UpdateTransformFlags; auto _p1 = Teleport; ((E_PROTECTED_WRAP_USceneComponent*)Self)->OnUpdateTransform_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_OnVisibilityChanged(USceneComponent* Self) { ((E_PROTECTED_WRAP_USceneComponent*)Self)->OnVisibilityChanged_WRAP(); } DOTNET_EXPORT auto E_USceneComponent_PostUpdateNavigationData(USceneComponent* Self) { ((E_PROTECTED_WRAP_USceneComponent*)Self)->PostUpdateNavigationData_WRAP(); } DOTNET_EXPORT auto E_USceneComponent_PropagateLightingScenarioChange(USceneComponent* Self) { Self->PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E_USceneComponent_ResetRelativeTransform(USceneComponent* Self) { Self->ResetRelativeTransform(); } DOTNET_EXPORT auto E_USceneComponent_SetAbsolute(USceneComponent* Self, bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale) { auto _p0 = bNewAbsoluteLocation; auto _p1 = bNewAbsoluteRotation; auto _p2 = bNewAbsoluteScale; Self->SetAbsolute(_p0, _p1, _p2); } DOTNET_EXPORT auto E_USceneComponent_SetComponentToWorld(USceneComponent* Self, INT_PTR NewComponentToWorld) { auto& _p0 = *(FTransform*)NewComponentToWorld; Self->SetComponentToWorld(_p0); } DOTNET_EXPORT auto E_USceneComponent_SetHiddenInGame(USceneComponent* Self, bool NewHidden, bool bPropagateToChildren) { auto _p0 = NewHidden; auto _p1 = bPropagateToChildren; Self->SetHiddenInGame(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeLocation(USceneComponent* Self, INT_PTR NewLocation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetRelativeLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeLocationAndRotation(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutSweepHitResult; auto _p4 = Teleport; Self->SetRelativeLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeLocationAndRotation_o1(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutSweepHitResult; auto _p4 = Teleport; Self->SetRelativeLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeRotation(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeRotation_o1(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FQuat*)NewRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetRelativeRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeRotationCache(USceneComponent* Self, INT_PTR InCache) { auto& _p0 = *(FRotationConversionCache*)InCache; Self->SetRelativeRotationCache(_p0); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeRotationExact(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetRelativeRotationExact(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeScale3D(USceneComponent* Self, INT_PTR NewScale3D) { auto _p0 = *(FVector*)NewScale3D; Self->SetRelativeScale3D(_p0); } DOTNET_EXPORT auto E_USceneComponent_SetRelativeTransform(USceneComponent* Self, INT_PTR NewTransform, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FTransform*)NewTransform; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetRelativeTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetShouldUpdatePhysicsVolume(USceneComponent* Self, bool bInShouldUpdatePhysicsVolume) { auto _p0 = bInShouldUpdatePhysicsVolume; Self->SetShouldUpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E_USceneComponent_SetupAttachment(USceneComponent* Self, USceneComponent* InParent, char* InSocketName) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(InSocketName); Self->SetupAttachment(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_SetVisibility(USceneComponent* Self, bool bNewVisibility, bool bPropagateToChildren) { auto _p0 = bNewVisibility; auto _p1 = bPropagateToChildren; Self->SetVisibility(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_SetWorldLocation(USceneComponent* Self, INT_PTR NewLocation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetWorldLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetWorldLocationAndRotation(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto _p1 = *(FRotator*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutSweepHitResult; auto _p4 = Teleport; Self->SetWorldLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_SetWorldLocationAndRotation_o1(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FVector*)NewLocation; auto& _p1 = *(FQuat*)NewRotation; auto _p2 = bSweep; auto _p3 = (FHitResult*)OutSweepHitResult; auto _p4 = Teleport; Self->SetWorldLocationAndRotation(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_USceneComponent_SetWorldLocationAndRotationNoPhysics(USceneComponent* Self, INT_PTR NewLocation, INT_PTR NewRotation) { auto& _p0 = *(FVector*)NewLocation; auto& _p1 = *(FRotator*)NewRotation; Self->SetWorldLocationAndRotationNoPhysics(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_SetWorldRotation(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto _p0 = *(FRotator*)NewRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetWorldRotation_o1(USceneComponent* Self, INT_PTR NewRotation, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FQuat*)NewRotation; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetWorldRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_SetWorldScale3D(USceneComponent* Self, INT_PTR NewScale) { auto _p0 = *(FVector*)NewScale; Self->SetWorldScale3D(_p0); } DOTNET_EXPORT auto E_USceneComponent_SetWorldTransform(USceneComponent* Self, INT_PTR NewTransform, bool bSweep, INT_PTR OutSweepHitResult, ETeleportType Teleport) { auto& _p0 = *(FTransform*)NewTransform; auto _p1 = bSweep; auto _p2 = (FHitResult*)OutSweepHitResult; auto _p3 = Teleport; Self->SetWorldTransform(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_USceneComponent_ShouldCollideWhenPlacing(USceneComponent* Self) { return Self->ShouldCollideWhenPlacing(); } DOTNET_EXPORT auto E_USceneComponent_ShouldComponentAddToScene(USceneComponent* Self) { return Self->ShouldComponentAddToScene(); } DOTNET_EXPORT auto E_USceneComponent_ShouldRender(USceneComponent* Self) { return Self->ShouldRender(); } DOTNET_EXPORT auto E_USceneComponent_ShouldSkipUpdateOverlaps(USceneComponent* Self) { return Self->ShouldSkipUpdateOverlaps(); } DOTNET_EXPORT auto E_USceneComponent_SnapTo(USceneComponent* Self, USceneComponent* InParent, char* InSocketName) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(InSocketName); return Self->SnapTo(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_ToggleVisibility(USceneComponent* Self, bool bPropagateToChildren) { auto _p0 = bPropagateToChildren; Self->ToggleVisibility(_p0); } DOTNET_EXPORT auto E_USceneComponent_UpdateBounds(USceneComponent* Self) { Self->UpdateBounds(); } DOTNET_EXPORT auto E_USceneComponent_UpdateChildTransforms(USceneComponent* Self, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) { auto _p0 = UpdateTransformFlags; auto _p1 = Teleport; Self->UpdateChildTransforms(_p0, _p1); } DOTNET_EXPORT auto E_USceneComponent_UpdateNavigationData(USceneComponent* Self) { ((E_PROTECTED_WRAP_USceneComponent*)Self)->UpdateNavigationData_WRAP(); } DOTNET_EXPORT auto E_USceneComponent_UpdateOverlaps(USceneComponent* Self) { return Self->UpdateOverlaps(); } DOTNET_EXPORT auto E_USceneComponent_UpdateOverlapsImpl(USceneComponent* Self) { return ((E_PROTECTED_WRAP_USceneComponent*)Self)->UpdateOverlapsImpl_WRAP(); } DOTNET_EXPORT auto E_USceneComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; Self->UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSceneComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USceneComponent_UpdateBounds(USceneComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USceneComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSceneComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSceneComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_BeginPlay(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USceneComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_Deactivate(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USceneComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSceneComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_InitializeComponent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSceneComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnComponentCreated(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSceneComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnRegister(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnUnregister(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USceneComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSceneComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSceneComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USceneComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSceneComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSceneComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSceneComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_ToggleActive(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USceneComponent_UninitializeComponent(UActorComponent* Self) { ((UManageSceneComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USceneComponent_BeginDestroy(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USceneComponent_FinishDestroy(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USceneComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostCDOContruct(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostEditImport(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostInitProperties(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostLoad(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostNetReceive(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostRepNotifies(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSceneComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USceneComponent_PreDestroyFromReplication(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USceneComponent_PreNetReceive(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USceneComponent_ShutdownAfterError(UObject* Self) { ((UManageSceneComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USceneComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageSceneComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USceneComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSceneComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/ManualImplement/ActorFactoryManageActor.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/ManualImplement/ActorFactoryManageActor.h #pragma once #include "CoreMinimal.h" #include "DotnetMetadata.h" #include "ActorFactories/ActorFactory.h" #include "ActorFactories/ActorFactoryBlueprint.h" #include "ActorFactoryManageActor.generated.h" UCLASS() class UNREALDOTNETRUNTIME_API UActorFactoryManageActor : public UActorFactory { GENERATED_BODY() virtual bool CanCreateActorFrom( const FAssetData& AssetData, FText& OutErrorMsg ) override; virtual AActor* GetDefaultActor( const FAssetData& AssetData ) override; AActor* SpawnActor(UObject* Asset, ULevel* InLevel, const FTransform& Transform, EObjectFlags InObjectFlags, const FName Name) override; public: FDotnetMetadata_Type Metadata; };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetEditor/Public/UDNCommands.h
#pragma once #include "CoreMinimal.h" #include "Framework/Commands/Commands.h" #include "UDNStyle.h" class FUDNCommands : public TCommands<FUDNCommands> { public: FUDNCommands() : TCommands<FUDNCommands>(TEXT("UnrealDotNet"), NSLOCTEXT("Contexts", "UnrealDotNet", "wtf?"), NAME_None, FUDNStyle::GetStyleSetName()) { } virtual void RegisterCommands() override; public: TSharedPtr<FUICommandInfo> PluginAction; };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UNavMovementComponent.h
<reponame>mrkriv/UnrealDotNet<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UNavMovementComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/NavMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\NavMovementComponent.h:25 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UNavMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UNavMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UNavMovementComponent_CanEverCrouch(UNavMovementComponent* Self) { return Self->CanEverCrouch(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanEverFly(UNavMovementComponent* Self) { return Self->CanEverFly(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanEverJump(UNavMovementComponent* Self) { return Self->CanEverJump(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanEverMoveOnGround(UNavMovementComponent* Self) { return Self->CanEverMoveOnGround(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanEverSwim(UNavMovementComponent* Self) { return Self->CanEverSwim(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanStartPathFollowing(UNavMovementComponent* Self) { return Self->CanStartPathFollowing(); } DOTNET_EXPORT auto E_UNavMovementComponent_CanStopPathFollowing(UNavMovementComponent* Self) { return Self->CanStopPathFollowing(); } DOTNET_EXPORT auto E_UNavMovementComponent_ClearFixedBrakingDistance(UNavMovementComponent* Self) { Self->ClearFixedBrakingDistance(); } DOTNET_EXPORT auto E_UNavMovementComponent_GetActorFeetLocation(UNavMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetActorFeetLocation()); } DOTNET_EXPORT auto E_UNavMovementComponent_GetActorFeetLocationBased(UNavMovementComponent* Self) { return (INT_PTR) new FBasedPosition(Self->GetActorFeetLocationBased()); } DOTNET_EXPORT auto E_UNavMovementComponent_GetActorLocation(UNavMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetActorLocation()); } DOTNET_EXPORT auto E_UNavMovementComponent_GetActorNavLocation(UNavMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetActorNavLocation()); } DOTNET_EXPORT auto E_UNavMovementComponent_GetPathFollowingBrakingDistance(UNavMovementComponent* Self, float MaxSpeed) { auto _p0 = MaxSpeed; return Self->GetPathFollowingBrakingDistance(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_IsCrouching(UNavMovementComponent* Self) { return Self->IsCrouching(); } DOTNET_EXPORT auto E_UNavMovementComponent_IsFalling(UNavMovementComponent* Self) { return Self->IsFalling(); } DOTNET_EXPORT auto E_UNavMovementComponent_IsFlying(UNavMovementComponent* Self) { return Self->IsFlying(); } DOTNET_EXPORT auto E_UNavMovementComponent_IsJumpAllowed(UNavMovementComponent* Self) { return Self->IsJumpAllowed(); } DOTNET_EXPORT auto E_UNavMovementComponent_IsMovingOnGround(UNavMovementComponent* Self) { return Self->IsMovingOnGround(); } DOTNET_EXPORT auto E_UNavMovementComponent_IsSwimming(UNavMovementComponent* Self) { return Self->IsSwimming(); } DOTNET_EXPORT auto E_UNavMovementComponent_RequestDirectMove(UNavMovementComponent* Self, INT_PTR MoveVelocity, bool bForceMaxSpeed) { auto& _p0 = *(FVector*)MoveVelocity; auto _p1 = bForceMaxSpeed; Self->RequestDirectMove(_p0, _p1); } DOTNET_EXPORT auto E_UNavMovementComponent_RequestPathMove(UNavMovementComponent* Self, INT_PTR MoveInput) { auto& _p0 = *(FVector*)MoveInput; Self->RequestPathMove(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_ResetMoveState(UNavMovementComponent* Self) { Self->ResetMoveState(); } DOTNET_EXPORT auto E_UNavMovementComponent_SetFixedBrakingDistance(UNavMovementComponent* Self, float DistanceToEndOfPath) { auto _p0 = DistanceToEndOfPath; Self->SetFixedBrakingDistance(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_SetJumpAllowed(UNavMovementComponent* Self, bool bAllowed) { auto _p0 = bAllowed; Self->SetJumpAllowed(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_SetUpdateNavAgentWithOwnersCollisions(UNavMovementComponent* Self, bool bUpdateWithOwner) { auto _p0 = bUpdateWithOwner; Self->SetUpdateNavAgentWithOwnersCollisions(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_ShouldUpdateNavAgentWithOwnersCollision(UNavMovementComponent* Self) { return Self->ShouldUpdateNavAgentWithOwnersCollision(); } DOTNET_EXPORT auto E_UNavMovementComponent_StopActiveMovement(UNavMovementComponent* Self) { Self->StopActiveMovement(); } DOTNET_EXPORT auto E_UNavMovementComponent_StopMovementKeepPathing(UNavMovementComponent* Self) { Self->StopMovementKeepPathing(); } DOTNET_EXPORT auto E_UNavMovementComponent_UpdateNavAgent(UNavMovementComponent* Self, AActor& InOwner) { auto& _p0 = InOwner; Self->UpdateNavAgent(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_UpdateNavAgent_o1(UNavMovementComponent* Self, UCapsuleComponent& CapsuleComponent) { auto& _p0 = CapsuleComponent; Self->UpdateNavAgent(_p0); } DOTNET_EXPORT auto E_UNavMovementComponent_UseAccelerationForPathFollowing(UNavMovementComponent* Self) { return Self->UseAccelerationForPathFollowing(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UBrushComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/BrushComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\BrushComponent.h:21 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UBrushComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UBrushComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UBrushComponent_BuildSimpleBrushCollision(UBrushComponent* Self) { Self->BuildSimpleBrushCollision(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UGameUserSettings.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameUserSettings.h" #include "Runtime/Engine/Classes/GameFramework/GameUserSettings.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameUserSettings.h:38 class E_PROTECTED_WRAP_UGameUserSettings : protected UGameUserSettings { public: float FindResolutionQualityForScreenSize_WRAP(float Width, float Height) { return FindResolutionQualityForScreenSize(Width, Height); } float GetEffectiveFrameRateLimit_WRAP() { return GetEffectiveFrameRateLimit(); } bool IsVersionValid_WRAP() { return IsVersionValid(); } void SetFrameRateLimitCVar_WRAP(float InLimit) { SetFrameRateLimitCVar(InLimit); } void SetSyncIntervalCVar_WRAP(int32 InInterval) { SetSyncIntervalCVar(InInterval); } void SetSyncTypeCVar_WRAP(int32 InInterval) { SetSyncTypeCVar(InInterval); } void UpdateResolutionQuality_WRAP() { UpdateResolutionQuality(); } void UpdateVersion_WRAP() { UpdateVersion(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UGameUserSettings_bUseDynamicResolution_GET(UGameUserSettings* Ptr) { return Ptr->bUseDynamicResolution; } DOTNET_EXPORT void E_PROP_UGameUserSettings_bUseDynamicResolution_SET(UGameUserSettings* Ptr, bool Value) { Ptr->bUseDynamicResolution = Value; } DOTNET_EXPORT auto E_PROP_UGameUserSettings_bUseVSync_GET(UGameUserSettings* Ptr) { return Ptr->bUseVSync; } DOTNET_EXPORT void E_PROP_UGameUserSettings_bUseVSync_SET(UGameUserSettings* Ptr, bool Value) { Ptr->bUseVSync = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UGameUserSettings(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UGameUserSettings>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UGameUserSettings_ApplyHardwareBenchmarkResults(UGameUserSettings* Self) { Self->ApplyHardwareBenchmarkResults(); } DOTNET_EXPORT auto E_UGameUserSettings_ApplyNonResolutionSettings(UGameUserSettings* Self) { Self->ApplyNonResolutionSettings(); } DOTNET_EXPORT auto E_UGameUserSettings_ApplyResolutionSettings(UGameUserSettings* Self, bool bCheckForCommandLineOverrides) { auto _p0 = bCheckForCommandLineOverrides; Self->ApplyResolutionSettings(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_ApplySettings(UGameUserSettings* Self, bool bCheckForCommandLineOverrides) { auto _p0 = bCheckForCommandLineOverrides; Self->ApplySettings(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_ConfirmVideoMode(UGameUserSettings* Self) { Self->ConfirmVideoMode(); } DOTNET_EXPORT auto E_UGameUserSettings_EnableHDRDisplayOutput(UGameUserSettings* Self, bool bEnable, int32 DisplayNits) { auto _p0 = bEnable; auto _p1 = DisplayNits; Self->EnableHDRDisplayOutput(_p0, _p1); } DOTNET_EXPORT auto E_UGameUserSettings_FindResolutionQualityForScreenSize(UGameUserSettings* Self, float Width, float Height) { auto _p0 = Width; auto _p1 = Height; return ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->FindResolutionQualityForScreenSize_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UGameUserSettings_GetAntiAliasingQuality(UGameUserSettings* Self) { return Self->GetAntiAliasingQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetAudioQualityLevel(UGameUserSettings* Self) { return Self->GetAudioQualityLevel(); } DOTNET_EXPORT auto E_UGameUserSettings_GetCurrentHDRDisplayNits(UGameUserSettings* Self) { return Self->GetCurrentHDRDisplayNits(); } DOTNET_EXPORT auto E_UGameUserSettings_GetDefaultResolution(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetDefaultResolution()); } DOTNET_EXPORT auto E_UGameUserSettings_GetDefaultResolutionScale(UGameUserSettings* Self) { return Self->GetDefaultResolutionScale(); } DOTNET_EXPORT auto E_UGameUserSettings_GetDefaultWindowPosition(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetDefaultWindowPosition()); } DOTNET_EXPORT auto E_UGameUserSettings_GetDesktopResolution(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetDesktopResolution()); } DOTNET_EXPORT auto E_UGameUserSettings_GetEffectiveFrameRateLimit(UGameUserSettings* Self) { return ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->GetEffectiveFrameRateLimit_WRAP(); } DOTNET_EXPORT auto E_UGameUserSettings_GetFoliageQuality(UGameUserSettings* Self) { return Self->GetFoliageQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetFrameRateLimit(UGameUserSettings* Self) { return Self->GetFrameRateLimit(); } DOTNET_EXPORT auto E_UGameUserSettings_GetGameUserSettings(UGameUserSettings* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetGameUserSettings()); } DOTNET_EXPORT auto E_UGameUserSettings_GetLastConfirmedScreenResolution(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetLastConfirmedScreenResolution()); } DOTNET_EXPORT auto E_UGameUserSettings_GetLastCPUBenchmarkResult(UGameUserSettings* Self) { return Self->GetLastCPUBenchmarkResult(); } DOTNET_EXPORT auto E_UGameUserSettings_GetLastGPUBenchmarkResult(UGameUserSettings* Self) { return Self->GetLastGPUBenchmarkResult(); } DOTNET_EXPORT auto E_UGameUserSettings_GetOverallScalabilityLevel(UGameUserSettings* Self) { return Self->GetOverallScalabilityLevel(); } DOTNET_EXPORT auto E_UGameUserSettings_GetPostProcessingQuality(UGameUserSettings* Self) { return Self->GetPostProcessingQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetRecommendedResolutionScale(UGameUserSettings* Self) { return Self->GetRecommendedResolutionScale(); } DOTNET_EXPORT auto E_UGameUserSettings_GetResolutionScaleInformation(UGameUserSettings* Self, float CurrentScaleNormalized, int32 CurrentScaleValue, int32 MinScaleValue, int32 MaxScaleValue) { auto& _p0 = CurrentScaleNormalized; auto& _p1 = CurrentScaleValue; auto& _p2 = MinScaleValue; auto& _p3 = MaxScaleValue; Self->GetResolutionScaleInformation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UGameUserSettings_GetResolutionScaleInformationEx(UGameUserSettings* Self, float CurrentScaleNormalized, float CurrentScaleValue, float MinScaleValue, float MaxScaleValue) { auto& _p0 = CurrentScaleNormalized; auto& _p1 = CurrentScaleValue; auto& _p2 = MinScaleValue; auto& _p3 = MaxScaleValue; Self->GetResolutionScaleInformationEx(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UGameUserSettings_GetScreenResolution(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetScreenResolution()); } DOTNET_EXPORT auto E_UGameUserSettings_GetShadowQuality(UGameUserSettings* Self) { return Self->GetShadowQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetSyncInterval(UGameUserSettings* Self) { return Self->GetSyncInterval(); } DOTNET_EXPORT auto E_UGameUserSettings_GetTextureQuality(UGameUserSettings* Self) { return Self->GetTextureQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetViewDistanceQuality(UGameUserSettings* Self) { return Self->GetViewDistanceQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetVisualEffectQuality(UGameUserSettings* Self) { return Self->GetVisualEffectQuality(); } DOTNET_EXPORT auto E_UGameUserSettings_GetWindowPosition(UGameUserSettings* Self) { return (INT_PTR) new FIntPoint(Self->GetWindowPosition()); } DOTNET_EXPORT auto E_UGameUserSettings_IsDirty(UGameUserSettings* Self) { return Self->IsDirty(); } DOTNET_EXPORT auto E_UGameUserSettings_IsDynamicResolutionDirty(UGameUserSettings* Self) { return Self->IsDynamicResolutionDirty(); } DOTNET_EXPORT auto E_UGameUserSettings_IsDynamicResolutionEnabled(UGameUserSettings* Self) { return Self->IsDynamicResolutionEnabled(); } DOTNET_EXPORT auto E_UGameUserSettings_IsFullscreenModeDirty(UGameUserSettings* Self) { return Self->IsFullscreenModeDirty(); } DOTNET_EXPORT auto E_UGameUserSettings_IsHDREnabled(UGameUserSettings* Self) { return Self->IsHDREnabled(); } DOTNET_EXPORT auto E_UGameUserSettings_IsScreenResolutionDirty(UGameUserSettings* Self) { return Self->IsScreenResolutionDirty(); } DOTNET_EXPORT auto E_UGameUserSettings_IsVersionValid(UGameUserSettings* Self) { return ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->IsVersionValid_WRAP(); } DOTNET_EXPORT auto E_UGameUserSettings_IsVSyncDirty(UGameUserSettings* Self) { return Self->IsVSyncDirty(); } DOTNET_EXPORT auto E_UGameUserSettings_IsVSyncEnabled(UGameUserSettings* Self) { return Self->IsVSyncEnabled(); } DOTNET_EXPORT auto E_UGameUserSettings_LoadConfigIni(UGameUserSettings* Self, bool bForceReload) { auto _p0 = bForceReload; Self->LoadConfigIni(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_LoadSettings(UGameUserSettings* Self, bool bForceReload) { auto _p0 = bForceReload; Self->LoadSettings(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_PreloadResolutionSettings(UGameUserSettings* Self) { Self->PreloadResolutionSettings(); } DOTNET_EXPORT auto E_UGameUserSettings_RequestUIUpdate(UGameUserSettings* Self) { Self->RequestUIUpdate(); } DOTNET_EXPORT auto E_UGameUserSettings_ResetToCurrentSettings(UGameUserSettings* Self) { Self->ResetToCurrentSettings(); } DOTNET_EXPORT auto E_UGameUserSettings_RevertVideoMode(UGameUserSettings* Self) { Self->RevertVideoMode(); } DOTNET_EXPORT auto E_UGameUserSettings_RunHardwareBenchmark(UGameUserSettings* Self, int32 WorkScale, float CPUMultiplier, float GPUMultiplier) { auto _p0 = WorkScale; auto _p1 = CPUMultiplier; auto _p2 = GPUMultiplier; Self->RunHardwareBenchmark(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UGameUserSettings_SaveSettings(UGameUserSettings* Self) { Self->SaveSettings(); } DOTNET_EXPORT auto E_UGameUserSettings_SetAntiAliasingQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetAntiAliasingQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetAudioQualityLevel(UGameUserSettings* Self, int32 QualityLevel) { auto _p0 = QualityLevel; Self->SetAudioQualityLevel(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetBenchmarkFallbackValues(UGameUserSettings* Self) { Self->SetBenchmarkFallbackValues(); } DOTNET_EXPORT auto E_UGameUserSettings_SetDynamicResolutionEnabled(UGameUserSettings* Self, bool bEnable) { auto _p0 = bEnable; Self->SetDynamicResolutionEnabled(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetFoliageQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetFoliageQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetFrameRateLimit(UGameUserSettings* Self, float NewLimit) { auto _p0 = NewLimit; Self->SetFrameRateLimit(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetFrameRateLimitCVar(UGameUserSettings* Self, float InLimit) { auto _p0 = InLimit; ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->SetFrameRateLimitCVar_WRAP(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetOverallScalabilityLevel(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetOverallScalabilityLevel(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetPostProcessingQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetPostProcessingQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetResolutionScaleNormalized(UGameUserSettings* Self, float NewScaleNormalized) { auto _p0 = NewScaleNormalized; Self->SetResolutionScaleNormalized(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetResolutionScaleValue(UGameUserSettings* Self, int32 NewScaleValue) { auto _p0 = NewScaleValue; Self->SetResolutionScaleValue(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetResolutionScaleValueEx(UGameUserSettings* Self, float NewScaleValue) { auto _p0 = NewScaleValue; Self->SetResolutionScaleValueEx(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetScreenResolution(UGameUserSettings* Self, INT_PTR Resolution) { auto _p0 = *(FIntPoint*)Resolution; Self->SetScreenResolution(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetShadowQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetShadowQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetSyncIntervalCVar(UGameUserSettings* Self, int32 InInterval) { auto _p0 = InInterval; ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->SetSyncIntervalCVar_WRAP(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetSyncTypeCVar(UGameUserSettings* Self, int32 InInterval) { auto _p0 = InInterval; ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->SetSyncTypeCVar_WRAP(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetTextureQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetTextureQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetToDefaults(UGameUserSettings* Self) { Self->SetToDefaults(); } DOTNET_EXPORT auto E_UGameUserSettings_SetViewDistanceQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetViewDistanceQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetVisualEffectQuality(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; Self->SetVisualEffectQuality(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetVSyncEnabled(UGameUserSettings* Self, bool bEnable) { auto _p0 = bEnable; Self->SetVSyncEnabled(_p0); } DOTNET_EXPORT auto E_UGameUserSettings_SetWindowPosition(UGameUserSettings* Self, int32 WindowPosX, int32 WindowPosY) { auto _p0 = WindowPosX; auto _p1 = WindowPosY; Self->SetWindowPosition(_p0, _p1); } DOTNET_EXPORT auto E_UGameUserSettings_SupportsHDRDisplayOutput(UGameUserSettings* Self) { return Self->SupportsHDRDisplayOutput(); } DOTNET_EXPORT auto E_UGameUserSettings_UpdateResolutionQuality(UGameUserSettings* Self) { ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->UpdateResolutionQuality_WRAP(); } DOTNET_EXPORT auto E_UGameUserSettings_UpdateVersion(UGameUserSettings* Self) { ((E_PROTECTED_WRAP_UGameUserSettings*)Self)->UpdateVersion_WRAP(); } DOTNET_EXPORT auto E_UGameUserSettings_ValidateSettings(UGameUserSettings* Self) { Self->ValidateSettings(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ApplyHardwareBenchmarkResults(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__ApplyHardwareBenchmarkResults(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ApplyNonResolutionSettings(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__ApplyNonResolutionSettings(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ApplySettings(UGameUserSettings* Self, bool bCheckForCommandLineOverrides) { auto _p0 = bCheckForCommandLineOverrides; ((UManageGameUserSettings*)Self)->_Supper__ApplySettings(_p0); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ConfirmVideoMode(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__ConfirmVideoMode(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_LoadSettings(UGameUserSettings* Self, bool bForceReload) { auto _p0 = bForceReload; ((UManageGameUserSettings*)Self)->_Supper__LoadSettings(_p0); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ResetToCurrentSettings(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__ResetToCurrentSettings(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_RunHardwareBenchmark(UGameUserSettings* Self, int32 WorkScale, float CPUMultiplier, float GPUMultiplier) { auto _p0 = WorkScale; auto _p1 = CPUMultiplier; auto _p2 = GPUMultiplier; ((UManageGameUserSettings*)Self)->_Supper__RunHardwareBenchmark(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_SaveSettings(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__SaveSettings(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_SetOverallScalabilityLevel(UGameUserSettings* Self, int32 Value) { auto _p0 = Value; ((UManageGameUserSettings*)Self)->_Supper__SetOverallScalabilityLevel(_p0); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_SetToDefaults(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__SetToDefaults(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_SetWindowPosition(UGameUserSettings* Self, int32 WindowPosX, int32 WindowPosY) { auto _p0 = WindowPosX; auto _p1 = WindowPosY; ((UManageGameUserSettings*)Self)->_Supper__SetWindowPosition(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_UpdateVersion(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__UpdateVersion(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ValidateSettings(UGameUserSettings* Self) { ((UManageGameUserSettings*)Self)->_Supper__ValidateSettings(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_BeginDestroy(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_FinishDestroy(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostCDOContruct(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostEditImport(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostInitProperties(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostLoad(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostNetReceive(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostRepNotifies(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageGameUserSettings*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PreDestroyFromReplication(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_PreNetReceive(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_ShutdownAfterError(UObject* Self) { ((UManageGameUserSettings*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_CreateCluster(UObjectBaseUtility* Self) { ((UManageGameUserSettings*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UGameUserSettings_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageGameUserSettings*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetEditor/Private/UnrealDotNetEditorPCH.h
#pragma once #include "CoreMinimal.h" DECLARE_LOG_CATEGORY_EXTERN(DotNetEditor, Log, All);
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UGameViewportClient.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameViewportClient.h" #include "Runtime/Engine/Classes/Engine/GameViewportClient.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\GameViewportClient.h:55 class E_PROTECTED_WRAP_UGameViewportClient : protected UGameViewportClient { public: bool GetUseMouseForTouch_WRAP() { return GetUseMouseForTouch(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UGameViewportClient_MaxSplitscreenPlayers_GET(UGameViewportClient* Ptr) { return Ptr->MaxSplitscreenPlayers; } DOTNET_EXPORT void E_PROP_UGameViewportClient_MaxSplitscreenPlayers_SET(UGameViewportClient* Ptr, int32 Value) { Ptr->MaxSplitscreenPlayers = Value; } DOTNET_EXPORT auto E_PROP_UGameViewportClient_ViewModeIndex_GET(UGameViewportClient* Ptr) { return Ptr->ViewModeIndex; } DOTNET_EXPORT void E_PROP_UGameViewportClient_ViewModeIndex_SET(UGameViewportClient* Ptr, int32 Value) { Ptr->ViewModeIndex = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UGameViewportClient(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UGameViewportClient>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UGameViewportClient_CalculateDeadZoneForAllSides(UGameViewportClient* Self, ULocalPlayer* LPlayer, UCanvas* Canvas, float fTopSafeZone, float fBottomSafeZone, float fLeftSafeZone, float fRightSafeZone, bool bUseMaxPercent) { auto _p0 = LPlayer; auto _p1 = Canvas; auto& _p2 = fTopSafeZone; auto& _p3 = fBottomSafeZone; auto& _p4 = fLeftSafeZone; auto& _p5 = fRightSafeZone; auto _p6 = bUseMaxPercent; return Self->CalculateDeadZoneForAllSides(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UGameViewportClient_ConsoleCommand(UGameViewportClient* Self, char* Command) { auto _p0 = ConvertFromManage_FString(Command); return ConvertToManage_StringWrapper(Self->ConsoleCommand(_p0)); } DOTNET_EXPORT auto E_UGameViewportClient_ConvertLocalPlayerToGamePlayerIndex(UGameViewportClient* Self, ULocalPlayer* LPlayer) { auto _p0 = LPlayer; return Self->ConvertLocalPlayerToGamePlayerIndex(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_DetachViewportClient(UGameViewportClient* Self) { Self->DetachViewportClient(); } DOTNET_EXPORT auto E_UGameViewportClient_DrawTitleSafeArea(UGameViewportClient* Self, UCanvas* Canvas) { auto _p0 = Canvas; Self->DrawTitleSafeArea(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_DrawTransition(UGameViewportClient* Self, UCanvas* Canvas) { auto _p0 = Canvas; Self->DrawTransition(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_DrawTransitionMessage(UGameViewportClient* Self, UCanvas* Canvas, char* Message) { auto _p0 = Canvas; auto _p1 = ConvertFromManage_FString(Message); Self->DrawTransitionMessage(_p0, _p1); } DOTNET_EXPORT auto E_UGameViewportClient_GetDisableSplitscreenOverride(UGameViewportClient* Self) { return Self->GetDisableSplitscreenOverride(); } DOTNET_EXPORT auto E_UGameViewportClient_GetMousePosition(UGameViewportClient* Self, INT_PTR MousePosition) { auto& _p0 = *(FVector2D*)MousePosition; return Self->GetMousePosition(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_GetPixelSizeOfScreen(UGameViewportClient* Self, float Width, float Height, UCanvas* Canvas, int32 LocalPlayerIndex) { auto& _p0 = Width; auto& _p1 = Height; auto _p2 = Canvas; auto _p3 = LocalPlayerIndex; Self->GetPixelSizeOfScreen(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UGameViewportClient_GetSubtitleRegion(UGameViewportClient* Self, INT_PTR MinPos, INT_PTR MaxPos) { auto& _p0 = *(FVector2D*)MinPos; auto& _p1 = *(FVector2D*)MaxPos; Self->GetSubtitleRegion(_p0, _p1); } DOTNET_EXPORT auto E_UGameViewportClient_GetUseMouseForTouch(UGameViewportClient* Self) { return ((E_PROTECTED_WRAP_UGameViewportClient*)Self)->GetUseMouseForTouch_WRAP(); } DOTNET_EXPORT auto E_UGameViewportClient_GetViewportSize(UGameViewportClient* Self, INT_PTR ViewportSize) { auto& _p0 = *(FVector2D*)ViewportSize; Self->GetViewportSize(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_HandleToggleFullscreenCommand(UGameViewportClient* Self) { return Self->HandleToggleFullscreenCommand(); } DOTNET_EXPORT auto E_UGameViewportClient_HasBottomSafeZone(UGameViewportClient* Self, int32 LocalPlayerIndex) { auto _p0 = LocalPlayerIndex; return Self->HasBottomSafeZone(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_HasLeftSafeZone(UGameViewportClient* Self, int32 LocalPlayerIndex) { auto _p0 = LocalPlayerIndex; return Self->HasLeftSafeZone(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_HasRightSafeZone(UGameViewportClient* Self, int32 LocalPlayerIndex) { auto _p0 = LocalPlayerIndex; return Self->HasRightSafeZone(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_HasTopSafeZone(UGameViewportClient* Self, int32 LocalPlayerIndex) { auto _p0 = LocalPlayerIndex; return Self->HasTopSafeZone(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_IsExclusiveFullscreenViewport(UGameViewportClient* Self) { return Self->IsExclusiveFullscreenViewport(); } DOTNET_EXPORT auto E_UGameViewportClient_IsFullScreenViewport(UGameViewportClient* Self) { return Self->IsFullScreenViewport(); } DOTNET_EXPORT auto E_UGameViewportClient_IsSimulateInEditorViewport(UGameViewportClient* Self) { return Self->IsSimulateInEditorViewport(); } DOTNET_EXPORT auto E_UGameViewportClient_LayoutPlayers(UGameViewportClient* Self) { Self->LayoutPlayers(); } DOTNET_EXPORT auto E_UGameViewportClient_NotifyPlayerAdded(UGameViewportClient* Self, int32 PlayerIndex, ULocalPlayer* AddedPlayer) { auto _p0 = PlayerIndex; auto _p1 = AddedPlayer; Self->NotifyPlayerAdded(_p0, _p1); } DOTNET_EXPORT auto E_UGameViewportClient_NotifyPlayerRemoved(UGameViewportClient* Self, int32 PlayerIndex, ULocalPlayer* RemovedPlayer) { auto _p0 = PlayerIndex; auto _p1 = RemovedPlayer; Self->NotifyPlayerRemoved(_p0, _p1); } DOTNET_EXPORT auto E_UGameViewportClient_PostRender(UGameViewportClient* Self, UCanvas* Canvas) { auto _p0 = Canvas; Self->PostRender(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_RebuildCursors(UGameViewportClient* Self) { Self->RebuildCursors(); } DOTNET_EXPORT auto E_UGameViewportClient_RemoveAllViewportWidgets(UGameViewportClient* Self) { Self->RemoveAllViewportWidgets(); } DOTNET_EXPORT auto E_UGameViewportClient_SetCaptureMouseOnClick(UGameViewportClient* Self, EMouseCaptureMode Mode) { auto _p0 = Mode; Self->SetCaptureMouseOnClick(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetConsoleTarget(UGameViewportClient* Self, int32 PlayerIndex) { auto _p0 = PlayerIndex; Self->SetConsoleTarget(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetDisableSplitscreenOverride(UGameViewportClient* Self, bool bDisabled) { auto _p0 = bDisabled; Self->SetDisableSplitscreenOverride(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetDropDetail(UGameViewportClient* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->SetDropDetail(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetHideCursorDuringCapture(UGameViewportClient* Self, bool InHideCursorDuringCapture) { auto _p0 = InHideCursorDuringCapture; Self->SetHideCursorDuringCapture(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetIgnoreInput(UGameViewportClient* Self, bool Ignore) { auto _p0 = Ignore; Self->SetIgnoreInput(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetLockDuringCapture(UGameViewportClient* Self, bool InLockDuringCapture) { auto _p0 = InLockDuringCapture; Self->SetLockDuringCapture(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetMouseLockMode(UGameViewportClient* Self, EMouseLockMode InMouseLockMode) { auto _p0 = InMouseLockMode; Self->SetMouseLockMode(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetSuppressTransitionMessage(UGameViewportClient* Self, bool bSuppress) { auto _p0 = bSuppress; Self->SetSuppressTransitionMessage(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_SetupInitialLocalPlayer(UGameViewportClient* Self, char* OutError) { auto _p0 = ConvertFromManage_FString(OutError); return ConvertToManage_ObjectPointerDescription(Self->SetupInitialLocalPlayer(_p0)); } DOTNET_EXPORT auto E_UGameViewportClient_SetUseSoftwareCursorWidgets(UGameViewportClient* Self, bool bInUseSoftwareCursorWidgets) { auto _p0 = bInUseSoftwareCursorWidgets; Self->SetUseSoftwareCursorWidgets(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_ShouldForceFullscreenViewport(UGameViewportClient* Self) { return Self->ShouldForceFullscreenViewport(); } DOTNET_EXPORT auto E_UGameViewportClient_ShowTitleSafeArea(UGameViewportClient* Self) { Self->ShowTitleSafeArea(); } DOTNET_EXPORT auto E_UGameViewportClient_SSSwapControllers(UGameViewportClient* Self) { Self->SSSwapControllers(); } DOTNET_EXPORT auto E_UGameViewportClient_Tick(UGameViewportClient* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->Tick(_p0); } DOTNET_EXPORT auto E_UGameViewportClient_UpdateActiveSplitscreenType(UGameViewportClient* Self) { Self->UpdateActiveSplitscreenType(); } DOTNET_EXPORT auto E_UGameViewportClient_VerifyPathRenderingComponents(UGameViewportClient* Self) { Self->VerifyPathRenderingComponents(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_DetachViewportClient(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__DetachViewportClient(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_LayoutPlayers(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__LayoutPlayers(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_SetConsoleTarget(UGameViewportClient* Self, int32 PlayerIndex) { auto _p0 = PlayerIndex; ((UManageGameViewportClient*)Self)->_Supper__SetConsoleTarget(_p0); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_SetDropDetail(UGameViewportClient* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageGameViewportClient*)Self)->_Supper__SetDropDetail(_p0); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_ShowTitleSafeArea(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__ShowTitleSafeArea(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_SSSwapControllers(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__SSSwapControllers(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_Tick(UGameViewportClient* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageGameViewportClient*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_UpdateActiveSplitscreenType(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__UpdateActiveSplitscreenType(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_VerifyPathRenderingComponents(UGameViewportClient* Self) { ((UManageGameViewportClient*)Self)->_Supper__VerifyPathRenderingComponents(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_BeginDestroy(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_FinishDestroy(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostCDOContruct(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostEditImport(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostInitProperties(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostLoad(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostNetReceive(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostRepNotifies(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageGameViewportClient*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PreDestroyFromReplication(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_PreNetReceive(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_ShutdownAfterError(UObject* Self) { ((UManageGameViewportClient*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_CreateCluster(UObjectBaseUtility* Self) { ((UManageGameViewportClient*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UGameViewportClient_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageGameViewportClient*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnActionsComponent.h
<reponame>mrkriv/UnrealDotNet<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnActionsComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePawnActionsComponent.h" #include "Runtime/AIModule/Classes/Actions/PawnActionsComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\Actions\PawnActionsComponent.h:78 class E_PROTECTED_WRAP_UPawnActionsComponent : protected UPawnActionsComponent { public: APawn* CacheControlledPawn_WRAP() { return CacheControlledPawn(); } void UpdateAILogicLock_WRAP() { UpdateAILogicLock(); } void UpdateCurrentAction_WRAP() { UpdateCurrentAction(); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UPawnActionsComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPawnActionsComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPawnActionsComponent_CacheControlledPawn(UPawnActionsComponent* Self) { return ConvertToManage_ObjectPointerDescription(((E_PROTECTED_WRAP_UPawnActionsComponent*)Self)->CacheControlledPawn_WRAP()); } DOTNET_EXPORT auto E_UPawnActionsComponent_GetActionEventsQueueSize(UPawnActionsComponent* Self) { return Self->GetActionEventsQueueSize(); } DOTNET_EXPORT auto E_UPawnActionsComponent_GetControlledPawn(UPawnActionsComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetControlledPawn()); } DOTNET_EXPORT auto E_UPawnActionsComponent_GetController(UPawnActionsComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetController()); } DOTNET_EXPORT auto E_UPawnActionsComponent_GetCurrentAction(UPawnActionsComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCurrentAction()); } DOTNET_EXPORT auto E_UPawnActionsComponent_K2_PerformAction(UPawnActionsComponent* Self, APawn* Pawn, UPawnAction* Action) { auto _p0 = Pawn; auto _p1 = Action; return Self->K2_PerformAction(_p0, _p1); } DOTNET_EXPORT auto E_UPawnActionsComponent_PerformAction(UPawnActionsComponent* Self, APawn& Pawn, UPawnAction& Action) { auto& _p0 = Pawn; auto& _p1 = Action; return Self->PerformAction(_p0, _p1); } DOTNET_EXPORT auto E_UPawnActionsComponent_SetControlledPawn(UPawnActionsComponent* Self, APawn* NewPawn) { auto _p0 = NewPawn; Self->SetControlledPawn(_p0); } DOTNET_EXPORT auto E_UPawnActionsComponent_UpdateAILogicLock(UPawnActionsComponent* Self) { ((E_PROTECTED_WRAP_UPawnActionsComponent*)Self)->UpdateAILogicLock_WRAP(); } DOTNET_EXPORT auto E_UPawnActionsComponent_UpdateCurrentAction(UPawnActionsComponent* Self) { ((E_PROTECTED_WRAP_UPawnActionsComponent*)Self)->UpdateCurrentAction_WRAP(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManagePawnActionsComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_BeginPlay(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_Deactivate(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManagePawnActionsComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_InitializeComponent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManagePawnActionsComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnComponentCreated(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManagePawnActionsComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnRegister(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnRep_IsActive(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnUnregister(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManagePawnActionsComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManagePawnActionsComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManagePawnActionsComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePawnActionsComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePawnActionsComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_ToggleActive(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_UninitializeComponent(UActorComponent* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_BeginDestroy(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_FinishDestroy(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostCDOContruct(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostEditImport(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostInitProperties(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostLoad(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostNetReceive(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostRepNotifies(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManagePawnActionsComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PreDestroyFromReplication(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_PreNetReceive(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_ShutdownAfterError(UObject* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UPawnActionsComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManagePawnActionsComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ACharacter.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCharacter.h" #include "Runtime/Engine/Classes/GameFramework/Character.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\Character.h:210 class E_PROTECTED_WRAP_ACharacter : protected ACharacter { public: void BaseChange_WRAP() { BaseChange(); } bool CanJumpInternal_WRAP() { return CanJumpInternal(); } bool CanJumpInternal_Implementation_WRAP() { return CanJumpInternal_Implementation(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_ACharacter_CapsuleComponentName_GET() { return ConvertToManage_StringWrapper(ACharacter::CapsuleComponentName); } DOTNET_EXPORT auto E_PROP_ACharacter_CharacterMovementComponentName_GET() { return ConvertToManage_StringWrapper(ACharacter::CharacterMovementComponentName); } DOTNET_EXPORT auto E_PROP_ACharacter_CrouchedEyeHeight_GET(ACharacter* Ptr) { return Ptr->CrouchedEyeHeight; } DOTNET_EXPORT void E_PROP_ACharacter_CrouchedEyeHeight_SET(ACharacter* Ptr, float Value) { Ptr->CrouchedEyeHeight = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_JumpCurrentCount_GET(ACharacter* Ptr) { return Ptr->JumpCurrentCount; } DOTNET_EXPORT void E_PROP_ACharacter_JumpCurrentCount_SET(ACharacter* Ptr, int32 Value) { Ptr->JumpCurrentCount = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_JumpForceTimeRemaining_GET(ACharacter* Ptr) { return Ptr->JumpForceTimeRemaining; } DOTNET_EXPORT void E_PROP_ACharacter_JumpForceTimeRemaining_SET(ACharacter* Ptr, float Value) { Ptr->JumpForceTimeRemaining = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_JumpKeyHoldTime_GET(ACharacter* Ptr) { return Ptr->JumpKeyHoldTime; } DOTNET_EXPORT void E_PROP_ACharacter_JumpKeyHoldTime_SET(ACharacter* Ptr, float Value) { Ptr->JumpKeyHoldTime = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_JumpMaxCount_GET(ACharacter* Ptr) { return Ptr->JumpMaxCount; } DOTNET_EXPORT void E_PROP_ACharacter_JumpMaxCount_SET(ACharacter* Ptr, int32 Value) { Ptr->JumpMaxCount = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_JumpMaxHoldTime_GET(ACharacter* Ptr) { return Ptr->JumpMaxHoldTime; } DOTNET_EXPORT void E_PROP_ACharacter_JumpMaxHoldTime_SET(ACharacter* Ptr, float Value) { Ptr->JumpMaxHoldTime = Value; } DOTNET_EXPORT void E_EVENT_ADD_ACharacter_LandedDelegate(ACharacter* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_LandedDelegate"; wrapper->SourceObject = Obj; Obj->LandedDelegate.AddDynamic(wrapper, &UManageEventSender::Wrapper_FLandedSignature); } DOTNET_EXPORT void E_EVENT_DEL_ACharacter_LandedDelegate(ACharacter* Obj) { } DOTNET_EXPORT auto E_PROP_ACharacter_MeshComponentName_GET() { return ConvertToManage_StringWrapper(ACharacter::MeshComponentName); } DOTNET_EXPORT void E_EVENT_ADD_ACharacter_MovementModeChangedDelegate(ACharacter* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_MovementModeChangedDelegate"; wrapper->SourceObject = Obj; Obj->MovementModeChangedDelegate.AddDynamic(wrapper, &UManageEventSender::Wrapper_FMovementModeChangedSignature); } DOTNET_EXPORT void E_EVENT_DEL_ACharacter_MovementModeChangedDelegate(ACharacter* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_ACharacter_OnCharacterMovementUpdated(ACharacter* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnCharacterMovementUpdated"; wrapper->SourceObject = Obj; Obj->OnCharacterMovementUpdated.AddDynamic(wrapper, &UManageEventSender::Wrapper_FCharacterMovementUpdatedSignature); } DOTNET_EXPORT void E_EVENT_DEL_ACharacter_OnCharacterMovementUpdated(ACharacter* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_ACharacter_OnReachedJumpApex(ACharacter* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnReachedJumpApex"; wrapper->SourceObject = Obj; Obj->OnReachedJumpApex.AddDynamic(wrapper, &UManageEventSender::Wrapper_FCharacterReachedApexSignature); } DOTNET_EXPORT void E_EVENT_DEL_ACharacter_OnReachedJumpApex(ACharacter* Obj) { } DOTNET_EXPORT auto E_PROP_ACharacter_ProxyJumpForceStartedTime_GET(ACharacter* Ptr) { return Ptr->ProxyJumpForceStartedTime; } DOTNET_EXPORT void E_PROP_ACharacter_ProxyJumpForceStartedTime_SET(ACharacter* Ptr, float Value) { Ptr->ProxyJumpForceStartedTime = Value; } DOTNET_EXPORT auto E_PROP_ACharacter_RepRootMotion_GET(ACharacter* Ptr) { return (INT_PTR)&(Ptr->RepRootMotion); } DOTNET_EXPORT void E_PROP_ACharacter_RepRootMotion_SET(ACharacter* Ptr, INT_PTR Value) { Ptr->RepRootMotion = *(FRepRootMotionMontage*)Value; } DOTNET_EXPORT auto E_PROP_ACharacter_SavedRootMotion_GET(ACharacter* Ptr) { return (INT_PTR)&(Ptr->SavedRootMotion); } DOTNET_EXPORT void E_PROP_ACharacter_SavedRootMotion_SET(ACharacter* Ptr, INT_PTR Value) { Ptr->SavedRootMotion = *(FRootMotionSourceGroup*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_ACharacter(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ACharacter>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ACharacter_ApplyDamageMomentum(ACharacter* Self, float DamageTaken, INT_PTR DamageEvent, APawn* PawnInstigator, AActor* DamageCauser) { auto _p0 = DamageTaken; auto& _p1 = *(FDamageEvent*)DamageEvent; auto _p2 = PawnInstigator; auto _p3 = DamageCauser; Self->ApplyDamageMomentum(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_ACharacter_BaseChange(ACharacter* Self) { ((E_PROTECTED_WRAP_ACharacter*)Self)->BaseChange_WRAP(); } DOTNET_EXPORT auto E_ACharacter_CacheInitialMeshOffset(ACharacter* Self, INT_PTR MeshRelativeLocation, INT_PTR MeshRelativeRotation) { auto _p0 = *(FVector*)MeshRelativeLocation; auto _p1 = *(FRotator*)MeshRelativeRotation; Self->CacheInitialMeshOffset(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_CanCrouch(ACharacter* Self) { return Self->CanCrouch(); } DOTNET_EXPORT auto E_ACharacter_CanJump(ACharacter* Self) { return Self->CanJump(); } DOTNET_EXPORT auto E_ACharacter_CanJumpInternal(ACharacter* Self) { return ((E_PROTECTED_WRAP_ACharacter*)Self)->CanJumpInternal_WRAP(); } DOTNET_EXPORT auto E_ACharacter_CanJumpInternal_Implementation(ACharacter* Self) { return ((E_PROTECTED_WRAP_ACharacter*)Self)->CanJumpInternal_Implementation_WRAP(); } DOTNET_EXPORT auto E_ACharacter_CheckJumpInput(ACharacter* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->CheckJumpInput(_p0); } DOTNET_EXPORT auto E_ACharacter_ClearJumpInput(ACharacter* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->ClearJumpInput(_p0); } DOTNET_EXPORT auto E_ACharacter_ClientAckGoodMove(ACharacter* Self, float TimeStamp) { auto _p0 = TimeStamp; Self->ClientAckGoodMove(_p0); } DOTNET_EXPORT auto E_ACharacter_ClientAckGoodMove_Implementation(ACharacter* Self, float TimeStamp) { auto _p0 = TimeStamp; Self->ClientAckGoodMove_Implementation(_p0); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustPosition(ACharacter* Self, float TimeStamp, INT_PTR NewLoc, INT_PTR NewVel, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = *(FVector*)NewVel; auto _p3 = NewBase; auto _p4 = ConvertFromManage_FName(NewBaseBoneName); auto _p5 = bHasBase; auto _p6 = bBaseRelativePosition; auto _p7 = ServerMovementMode; Self->ClientAdjustPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustPosition_Implementation(ACharacter* Self, float TimeStamp, INT_PTR NewLoc, INT_PTR NewVel, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = *(FVector*)NewVel; auto _p3 = NewBase; auto _p4 = ConvertFromManage_FName(NewBaseBoneName); auto _p5 = bHasBase; auto _p6 = bBaseRelativePosition; auto _p7 = ServerMovementMode; Self->ClientAdjustPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustRootMotionPosition(ACharacter* Self, float TimeStamp, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = ServerMontageTrackPosition; auto _p2 = *(FVector*)ServerLoc; auto _p3 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p4 = ServerVelZ; auto _p5 = ServerBase; auto _p6 = ConvertFromManage_FName(ServerBoneName); auto _p7 = bHasBase; auto _p8 = bBaseRelativePosition; auto _p9 = ServerMovementMode; Self->ClientAdjustRootMotionPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustRootMotionPosition_Implementation(ACharacter* Self, float TimeStamp, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = ServerMontageTrackPosition; auto _p2 = *(FVector*)ServerLoc; auto _p3 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p4 = ServerVelZ; auto _p5 = ServerBase; auto _p6 = ConvertFromManage_FName(ServerBoneName); auto _p7 = bHasBase; auto _p8 = bBaseRelativePosition; auto _p9 = ServerMovementMode; Self->ClientAdjustRootMotionPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustRootMotionSourcePosition(ACharacter* Self, float TimeStamp, INT_PTR ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FRootMotionSourceGroup*)ServerRootMotion; auto _p2 = bHasAnimRootMotion; auto _p3 = ServerMontageTrackPosition; auto _p4 = *(FVector*)ServerLoc; auto _p5 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p6 = ServerVelZ; auto _p7 = ServerBase; auto _p8 = ConvertFromManage_FName(ServerBoneName); auto _p9 = bHasBase; auto _p10 = bBaseRelativePosition; auto _p11 = ServerMovementMode; Self->ClientAdjustRootMotionSourcePosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9, _p10, _p11); } DOTNET_EXPORT auto E_ACharacter_ClientAdjustRootMotionSourcePosition_Implementation(ACharacter* Self, float TimeStamp, INT_PTR ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FRootMotionSourceGroup*)ServerRootMotion; auto _p2 = bHasAnimRootMotion; auto _p3 = ServerMontageTrackPosition; auto _p4 = *(FVector*)ServerLoc; auto _p5 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p6 = ServerVelZ; auto _p7 = ServerBase; auto _p8 = ConvertFromManage_FName(ServerBoneName); auto _p9 = bHasBase; auto _p10 = bBaseRelativePosition; auto _p11 = ServerMovementMode; Self->ClientAdjustRootMotionSourcePosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9, _p10, _p11); } DOTNET_EXPORT auto E_ACharacter_ClientCheatFly(ACharacter* Self) { Self->ClientCheatFly(); } DOTNET_EXPORT auto E_ACharacter_ClientCheatFly_Implementation(ACharacter* Self) { Self->ClientCheatFly_Implementation(); } DOTNET_EXPORT auto E_ACharacter_ClientCheatGhost(ACharacter* Self) { Self->ClientCheatGhost(); } DOTNET_EXPORT auto E_ACharacter_ClientCheatGhost_Implementation(ACharacter* Self) { Self->ClientCheatGhost_Implementation(); } DOTNET_EXPORT auto E_ACharacter_ClientCheatWalk(ACharacter* Self) { Self->ClientCheatWalk(); } DOTNET_EXPORT auto E_ACharacter_ClientCheatWalk_Implementation(ACharacter* Self) { Self->ClientCheatWalk_Implementation(); } DOTNET_EXPORT auto E_ACharacter_ClientVeryShortAdjustPosition(ACharacter* Self, float TimeStamp, INT_PTR NewLoc, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = NewBase; auto _p3 = ConvertFromManage_FName(NewBaseBoneName); auto _p4 = bHasBase; auto _p5 = bBaseRelativePosition; auto _p6 = ServerMovementMode; Self->ClientVeryShortAdjustPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_ACharacter_ClientVeryShortAdjustPosition_Implementation(ACharacter* Self, float TimeStamp, INT_PTR NewLoc, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = NewBase; auto _p3 = ConvertFromManage_FName(NewBaseBoneName); auto _p4 = bHasBase; auto _p5 = bBaseRelativePosition; auto _p6 = ServerMovementMode; Self->ClientVeryShortAdjustPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_ACharacter_Crouch(ACharacter* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; Self->Crouch(_p0); } DOTNET_EXPORT auto E_ACharacter_Falling(ACharacter* Self) { Self->Falling(); } DOTNET_EXPORT auto E_ACharacter_GetAnimRootMotionTranslationScale(ACharacter* Self) { return Self->GetAnimRootMotionTranslationScale(); } DOTNET_EXPORT auto E_ACharacter_GetBasedMovement(ACharacter* Self) { return (INT_PTR) const_cast<FBasedMovementInfo*>(&(Self->GetBasedMovement())); } DOTNET_EXPORT auto E_ACharacter_GetBaseRotationOffset(ACharacter* Self) { return (INT_PTR) new FQuat(Self->GetBaseRotationOffset()); } DOTNET_EXPORT auto E_ACharacter_GetBaseRotationOffsetRotator(ACharacter* Self) { return (INT_PTR) new FRotator(Self->GetBaseRotationOffsetRotator()); } DOTNET_EXPORT auto E_ACharacter_GetBaseTranslationOffset(ACharacter* Self) { return (INT_PTR) new FVector(Self->GetBaseTranslationOffset()); } DOTNET_EXPORT auto E_ACharacter_GetCapsuleComponent(ACharacter* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCapsuleComponent()); } DOTNET_EXPORT auto E_ACharacter_GetCharacterMovement(ACharacter* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCharacterMovement()); } DOTNET_EXPORT auto E_ACharacter_GetJumpMaxHoldTime(ACharacter* Self) { return Self->GetJumpMaxHoldTime(); } DOTNET_EXPORT auto E_ACharacter_GetMesh(ACharacter* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetMesh()); } DOTNET_EXPORT auto E_ACharacter_GetReplicatedBasedMovement(ACharacter* Self) { return (INT_PTR) const_cast<FBasedMovementInfo*>(&(Self->GetReplicatedBasedMovement())); } DOTNET_EXPORT auto E_ACharacter_GetReplicatedMovementMode(ACharacter* Self) { return Self->GetReplicatedMovementMode(); } DOTNET_EXPORT auto E_ACharacter_GetReplicatedServerLastTransformUpdateTimeStamp(ACharacter* Self) { return Self->GetReplicatedServerLastTransformUpdateTimeStamp(); } DOTNET_EXPORT auto E_ACharacter_HasAnyRootMotion(ACharacter* Self) { return Self->HasAnyRootMotion(); } DOTNET_EXPORT auto E_ACharacter_IsJumpProvidingForce(ACharacter* Self) { return Self->IsJumpProvidingForce(); } DOTNET_EXPORT auto E_ACharacter_IsPlayingNetworkedRootMotionMontage(ACharacter* Self) { return Self->IsPlayingNetworkedRootMotionMontage(); } DOTNET_EXPORT auto E_ACharacter_IsPlayingRootMotion(ACharacter* Self) { return Self->IsPlayingRootMotion(); } DOTNET_EXPORT auto E_ACharacter_Jump(ACharacter* Self) { Self->Jump(); } DOTNET_EXPORT auto E_ACharacter_K2_OnEndCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; Self->K2_OnEndCrouch(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_K2_OnMovementModeChanged(ACharacter* Self, EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode) { auto _p0 = PrevMovementMode; auto _p1 = NewMovementMode; auto _p2 = PrevCustomMode; auto _p3 = NewCustomMode; Self->K2_OnMovementModeChanged(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_ACharacter_K2_OnStartCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; Self->K2_OnStartCrouch(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_K2_UpdateCustomMovement(ACharacter* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->K2_UpdateCustomMovement(_p0); } DOTNET_EXPORT auto E_ACharacter_Landed(ACharacter* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; Self->Landed(_p0); } DOTNET_EXPORT auto E_ACharacter_LaunchCharacter(ACharacter* Self, INT_PTR LaunchVelocity, bool bXYOverride, bool bZOverride) { auto _p0 = *(FVector*)LaunchVelocity; auto _p1 = bXYOverride; auto _p2 = bZOverride; Self->LaunchCharacter(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_MoveBlockedBy(ACharacter* Self, INT_PTR Impact) { auto& _p0 = *(FHitResult*)Impact; Self->MoveBlockedBy(_p0); } DOTNET_EXPORT auto E_ACharacter_NotifyActorBeginOverlap(ACharacter* Self, AActor* OtherActor) { auto _p0 = OtherActor; Self->NotifyActorBeginOverlap(_p0); } DOTNET_EXPORT auto E_ACharacter_NotifyActorEndOverlap(ACharacter* Self, AActor* OtherActor) { auto _p0 = OtherActor; Self->NotifyActorEndOverlap(_p0); } DOTNET_EXPORT auto E_ACharacter_NotifyJumpApex(ACharacter* Self) { Self->NotifyJumpApex(); } DOTNET_EXPORT auto E_ACharacter_OnEndCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; Self->OnEndCrouch(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_OnJumped(ACharacter* Self) { Self->OnJumped(); } DOTNET_EXPORT auto E_ACharacter_OnJumped_Implementation(ACharacter* Self) { Self->OnJumped_Implementation(); } DOTNET_EXPORT auto E_ACharacter_OnLanded(ACharacter* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; Self->OnLanded(_p0); } DOTNET_EXPORT auto E_ACharacter_OnLaunched(ACharacter* Self, INT_PTR LaunchVelocity, bool bXYOverride, bool bZOverride) { auto _p0 = *(FVector*)LaunchVelocity; auto _p1 = bXYOverride; auto _p2 = bZOverride; Self->OnLaunched(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_OnMovementModeChanged(ACharacter* Self, EMovementMode PrevMovementMode, uint8 PreviousCustomMode) { auto _p0 = PrevMovementMode; auto _p1 = PreviousCustomMode; Self->OnMovementModeChanged(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_OnRep_IsCrouched(ACharacter* Self) { Self->OnRep_IsCrouched(); } DOTNET_EXPORT auto E_ACharacter_OnRep_ReplayLastTransformUpdateTimeStamp(ACharacter* Self) { Self->OnRep_ReplayLastTransformUpdateTimeStamp(); } DOTNET_EXPORT auto E_ACharacter_OnRep_ReplicatedBasedMovement(ACharacter* Self) { Self->OnRep_ReplicatedBasedMovement(); } DOTNET_EXPORT auto E_ACharacter_OnRep_RootMotion(ACharacter* Self) { Self->OnRep_RootMotion(); } DOTNET_EXPORT auto E_ACharacter_OnStartCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; Self->OnStartCrouch(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_OnUpdateSimulatedPosition(ACharacter* Self, INT_PTR OldLocation, INT_PTR OldRotation) { auto& _p0 = *(FVector*)OldLocation; auto& _p1 = *(FQuat*)OldRotation; Self->OnUpdateSimulatedPosition(_p0, _p1); } DOTNET_EXPORT auto E_ACharacter_OnWalkingOffLedge(ACharacter* Self, INT_PTR PreviousFloorImpactNormal, INT_PTR PreviousFloorContactNormal, INT_PTR PreviousLocation, float TimeDelta) { auto& _p0 = *(FVector*)PreviousFloorImpactNormal; auto& _p1 = *(FVector*)PreviousFloorContactNormal; auto& _p2 = *(FVector*)PreviousLocation; auto _p3 = TimeDelta; Self->OnWalkingOffLedge(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_ACharacter_OnWalkingOffLedge_Implementation(ACharacter* Self, INT_PTR PreviousFloorImpactNormal, INT_PTR PreviousFloorContactNormal, INT_PTR PreviousLocation, float TimeDelta) { auto& _p0 = *(FVector*)PreviousFloorImpactNormal; auto& _p1 = *(FVector*)PreviousFloorContactNormal; auto& _p2 = *(FVector*)PreviousLocation; auto _p3 = TimeDelta; Self->OnWalkingOffLedge_Implementation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_ACharacter_ResetJumpState(ACharacter* Self) { Self->ResetJumpState(); } DOTNET_EXPORT auto E_ACharacter_RestoreReplicatedMove(ACharacter* Self, INT_PTR RootMotionRepMove) { auto& _p0 = *(FSimulatedRootMotionReplicatedMove*)RootMotionRepMove; return Self->RestoreReplicatedMove(_p0); } DOTNET_EXPORT auto E_ACharacter_RootMotionDebugClientPrintOnScreen(ACharacter* Self, char* InString) { auto _p0 = ConvertFromManage_FString(InString); Self->RootMotionDebugClientPrintOnScreen(_p0); } DOTNET_EXPORT auto E_ACharacter_RootMotionDebugClientPrintOnScreen_Implementation(ACharacter* Self, char* InString) { auto _p0 = ConvertFromManage_FString(InString); Self->RootMotionDebugClientPrintOnScreen_Implementation(_p0); } DOTNET_EXPORT auto E_ACharacter_SaveRelativeBasedMovement(ACharacter* Self, INT_PTR NewRelativeLocation, INT_PTR NewRotation, bool bRelativeRotation) { auto& _p0 = *(FVector*)NewRelativeLocation; auto& _p1 = *(FRotator*)NewRotation; auto _p2 = bRelativeRotation; Self->SaveRelativeBasedMovement(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_ServerMoveOld(ACharacter* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; Self->ServerMoveOld(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_ServerMoveOld_Implementation(ACharacter* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; Self->ServerMoveOld_Implementation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_ServerMoveOld_Validate(ACharacter* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; return Self->ServerMoveOld_Validate(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_SetAnimRootMotionTranslationScale(ACharacter* Self, float InAnimRootMotionTranslationScale) { auto _p0 = InAnimRootMotionTranslationScale; Self->SetAnimRootMotionTranslationScale(_p0); } DOTNET_EXPORT auto E_ACharacter_SetBase(ACharacter* Self, UPrimitiveComponent* NewBase, char* BoneName, bool bNotifyActor) { auto _p0 = NewBase; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bNotifyActor; Self->SetBase(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ACharacter_ShouldNotifyLanded(ACharacter* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; return Self->ShouldNotifyLanded(_p0); } DOTNET_EXPORT auto E_ACharacter_SimulatedRootMotionPositionFixup(ACharacter* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->SimulatedRootMotionPositionFixup(_p0); } DOTNET_EXPORT auto E_ACharacter_StopAnimMontage(ACharacter* Self) { Self->StopAnimMontage(); } DOTNET_EXPORT auto E_ACharacter_StopJumping(ACharacter* Self) { Self->StopJumping(); } DOTNET_EXPORT auto E_ACharacter_UnCrouch(ACharacter* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; Self->UnCrouch(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_BaseChange(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__BaseChange(); } DOTNET_EXPORT auto E__Supper__ACharacter_CheckJumpInput(ACharacter* Self, float DeltaTime) { auto _p0 = DeltaTime; ((AManageCharacter*)Self)->_Supper__CheckJumpInput(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_ClearJumpInput(ACharacter* Self, float DeltaTime) { auto _p0 = DeltaTime; ((AManageCharacter*)Self)->_Supper__ClearJumpInput(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_ClientCheatFly_Implementation(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__ClientCheatFly_Implementation(); } DOTNET_EXPORT auto E__Supper__ACharacter_ClientCheatGhost_Implementation(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__ClientCheatGhost_Implementation(); } DOTNET_EXPORT auto E__Supper__ACharacter_ClientCheatWalk_Implementation(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__ClientCheatWalk_Implementation(); } DOTNET_EXPORT auto E__Supper__ACharacter_Crouch(ACharacter* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; ((AManageCharacter*)Self)->_Supper__Crouch(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_Falling(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__Falling(); } DOTNET_EXPORT auto E__Supper__ACharacter_Jump(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__Jump(); } DOTNET_EXPORT auto E__Supper__ACharacter_NotifyJumpApex(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__NotifyJumpApex(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnEndCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; ((AManageCharacter*)Self)->_Supper__OnEndCrouch(_p0, _p1); } DOTNET_EXPORT auto E__Supper__ACharacter_OnJumped_Implementation(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__OnJumped_Implementation(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_IsCrouched(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_IsCrouched(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_ReplicatedBasedMovement(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_ReplicatedBasedMovement(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnStartCrouch(ACharacter* Self, float HalfHeightAdjust, float ScaledHalfHeightAdjust) { auto _p0 = HalfHeightAdjust; auto _p1 = ScaledHalfHeightAdjust; ((AManageCharacter*)Self)->_Supper__OnStartCrouch(_p0, _p1); } DOTNET_EXPORT auto E__Supper__ACharacter_ResetJumpState(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__ResetJumpState(); } DOTNET_EXPORT auto E__Supper__ACharacter_StopJumping(ACharacter* Self) { ((AManageCharacter*)Self)->_Supper__StopJumping(); } DOTNET_EXPORT auto E__Supper__ACharacter_UnCrouch(ACharacter* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; ((AManageCharacter*)Self)->_Supper__UnCrouch(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_AddControllerPitchInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageCharacter*)Self)->_Supper__AddControllerPitchInput(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_AddControllerRollInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageCharacter*)Self)->_Supper__AddControllerRollInput(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_AddControllerYawInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageCharacter*)Self)->_Supper__AddControllerYawInput(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_DestroyPlayerInputComponent(APawn* Self) { ((AManageCharacter*)Self)->_Supper__DestroyPlayerInputComponent(); } DOTNET_EXPORT auto E__Supper__ACharacter_DetachFromControllerPendingDestroy(APawn* Self) { ((AManageCharacter*)Self)->_Supper__DetachFromControllerPendingDestroy(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_Controller(APawn* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_Controller(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_PlayerState(APawn* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_PlayerState(); } DOTNET_EXPORT auto E__Supper__ACharacter_PawnClientRestart(APawn* Self) { ((AManageCharacter*)Self)->_Supper__PawnClientRestart(); } DOTNET_EXPORT auto E__Supper__ACharacter_PawnStartFire(APawn* Self, uint8 FireModeNum) { auto _p0 = FireModeNum; ((AManageCharacter*)Self)->_Supper__PawnStartFire(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_RecalculateBaseEyeHeight(APawn* Self) { ((AManageCharacter*)Self)->_Supper__RecalculateBaseEyeHeight(); } DOTNET_EXPORT auto E__Supper__ACharacter_Restart(APawn* Self) { ((AManageCharacter*)Self)->_Supper__Restart(); } DOTNET_EXPORT auto E__Supper__ACharacter_SetPlayerDefaults(APawn* Self) { ((AManageCharacter*)Self)->_Supper__SetPlayerDefaults(); } DOTNET_EXPORT auto E__Supper__ACharacter_SpawnDefaultController(APawn* Self) { ((AManageCharacter*)Self)->_Supper__SpawnDefaultController(); } DOTNET_EXPORT auto E__Supper__ACharacter_TurnOff(APawn* Self) { ((AManageCharacter*)Self)->_Supper__TurnOff(); } DOTNET_EXPORT auto E__Supper__ACharacter_UnPossessed(APawn* Self) { ((AManageCharacter*)Self)->_Supper__UnPossessed(); } DOTNET_EXPORT auto E__Supper__ACharacter_UpdateNavigationRelevance(APawn* Self) { ((AManageCharacter*)Self)->_Supper__UpdateNavigationRelevance(); } DOTNET_EXPORT auto E__Supper__ACharacter_BeginPlay(AActor* Self) { ((AManageCharacter*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__ACharacter_ClearCrossLevelReferences(AActor* Self) { ((AManageCharacter*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__ACharacter_Destroyed(AActor* Self) { ((AManageCharacter*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__ACharacter_ForceNetRelevant(AActor* Self) { ((AManageCharacter*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__ACharacter_ForceNetUpdate(AActor* Self) { ((AManageCharacter*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__ACharacter_GatherCurrentMovement(AActor* Self) { ((AManageCharacter*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__ACharacter_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageCharacter*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_K2_DestroyActor(AActor* Self) { ((AManageCharacter*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__ACharacter_LifeSpanExpired(AActor* Self) { ((AManageCharacter*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__ACharacter_MarkComponentsAsPendingKill(AActor* Self) { ((AManageCharacter*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__ACharacter_NotifyActorBeginCursorOver(AActor* Self) { ((AManageCharacter*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__ACharacter_NotifyActorEndCursorOver(AActor* Self) { ((AManageCharacter*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_AttachmentReplication(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_Instigator(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_Owner(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_ReplicatedMovement(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnRep_ReplicateMovement(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageCharacter*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_OutsideWorldBounds(AActor* Self) { ((AManageCharacter*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostActorCreated(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostInitializeComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostNetInit(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostNetReceivePhysicState(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostNetReceiveRole(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostRegisterAllComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostUnregisterAllComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_PreInitializeComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_PreRegisterAllComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageCharacter*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ACharacter_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageCharacter*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_RegisterAllComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_ReregisterAllComponents(AActor* Self) { ((AManageCharacter*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACharacter_RerunConstructionScripts(AActor* Self) { ((AManageCharacter*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__ACharacter_Reset(AActor* Self) { ((AManageCharacter*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__ACharacter_RewindForReplay(AActor* Self) { ((AManageCharacter*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__ACharacter_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageCharacter*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageCharacter*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageCharacter*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_TearOff(AActor* Self) { ((AManageCharacter*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__ACharacter_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageCharacter*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageCharacter*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_TornOff(AActor* Self) { ((AManageCharacter*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__ACharacter_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageCharacter*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_BeginDestroy(UObject* Self) { ((AManageCharacter*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ACharacter_FinishDestroy(UObject* Self) { ((AManageCharacter*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ACharacter_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageCharacter*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostCDOContruct(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostEditImport(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostInitProperties(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostLoad(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostNetReceive(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostRepNotifies(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ACharacter_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageCharacter*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ACharacter_PreDestroyFromReplication(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ACharacter_PreNetReceive(UObject* Self) { ((AManageCharacter*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ACharacter_ShutdownAfterError(UObject* Self) { ((AManageCharacter*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ACharacter_CreateCluster(UObjectBaseUtility* Self) { ((AManageCharacter*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ACharacter_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageCharacter*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UTouchInterface.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UTouchInterface.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageTouchInterface.h" #include "Runtime/Engine/Classes/GameFramework/TouchInterface.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\TouchInterface.h:56 extern "C" { DOTNET_EXPORT auto E_PROP_UTouchInterface_ActivationDelay_GET(UTouchInterface* Ptr) { return Ptr->ActivationDelay; } DOTNET_EXPORT void E_PROP_UTouchInterface_ActivationDelay_SET(UTouchInterface* Ptr, float Value) { Ptr->ActivationDelay = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_ActiveOpacity_GET(UTouchInterface* Ptr) { return Ptr->ActiveOpacity; } DOTNET_EXPORT void E_PROP_UTouchInterface_ActiveOpacity_SET(UTouchInterface* Ptr, float Value) { Ptr->ActiveOpacity = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_bPreventRecenter_GET(UTouchInterface* Ptr) { return Ptr->bPreventRecenter; } DOTNET_EXPORT void E_PROP_UTouchInterface_bPreventRecenter_SET(UTouchInterface* Ptr, bool Value) { Ptr->bPreventRecenter = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_InactiveOpacity_GET(UTouchInterface* Ptr) { return Ptr->InactiveOpacity; } DOTNET_EXPORT void E_PROP_UTouchInterface_InactiveOpacity_SET(UTouchInterface* Ptr, float Value) { Ptr->InactiveOpacity = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_StartupDelay_GET(UTouchInterface* Ptr) { return Ptr->StartupDelay; } DOTNET_EXPORT void E_PROP_UTouchInterface_StartupDelay_SET(UTouchInterface* Ptr, float Value) { Ptr->StartupDelay = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_TimeUntilDeactive_GET(UTouchInterface* Ptr) { return Ptr->TimeUntilDeactive; } DOTNET_EXPORT void E_PROP_UTouchInterface_TimeUntilDeactive_SET(UTouchInterface* Ptr, float Value) { Ptr->TimeUntilDeactive = Value; } DOTNET_EXPORT auto E_PROP_UTouchInterface_TimeUntilReset_GET(UTouchInterface* Ptr) { return Ptr->TimeUntilReset; } DOTNET_EXPORT void E_PROP_UTouchInterface_TimeUntilReset_SET(UTouchInterface* Ptr, float Value) { Ptr->TimeUntilReset = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UTouchInterface(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UTouchInterface>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__UTouchInterface_BeginDestroy(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_FinishDestroy(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostCDOContruct(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostEditImport(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostInitProperties(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostLoad(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostNetReceive(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostRepNotifies(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageTouchInterface*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PreDestroyFromReplication(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_PreNetReceive(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_ShutdownAfterError(UObject* Self) { ((UManageTouchInterface*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_CreateCluster(UObjectBaseUtility* Self) { ((UManageTouchInterface*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UTouchInterface_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageTouchInterface*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetEditor/Public/DotnetTypeNameCustomization.h
#pragma once #include "UnrealDotNetRuntime/Public/CoreShell.h" #include "IPropertyTypeCustomization.h" #include "JsonUtilities.h" class UNREALDOTNETEDITOR_API FDotnetTypeNameCustomization : public IPropertyTypeCustomization { TSharedPtr<IPropertyHandle> FullNamePropertyHandle; class IDetailLayoutBuilder* MainLayoutBuilder; class UClass* ObjectClass; public: static TSharedRef<IPropertyTypeCustomization> MakeInstance(); FDotnetTypeNameCustomization(); virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override; virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override; void OnChangeFullName(const FString& value); void GenerateStrings(TArray<TSharedPtr<FString>>& OutComboBoxStrings, TArray<TSharedPtr<class SToolTip>>& OutToolTips, TArray<bool>& OutRestrictedItems); };
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ADefaultPawn.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageDefaultPawn.h" #include "Runtime/Engine/Classes/GameFramework/DefaultPawn.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\DefaultPawn.h:25 extern "C" { DOTNET_EXPORT auto E_PROP_ADefaultPawn_BaseLookUpRate_GET(ADefaultPawn* Ptr) { return Ptr->BaseLookUpRate; } DOTNET_EXPORT void E_PROP_ADefaultPawn_BaseLookUpRate_SET(ADefaultPawn* Ptr, float Value) { Ptr->BaseLookUpRate = Value; } DOTNET_EXPORT auto E_PROP_ADefaultPawn_BaseTurnRate_GET(ADefaultPawn* Ptr) { return Ptr->BaseTurnRate; } DOTNET_EXPORT void E_PROP_ADefaultPawn_BaseTurnRate_SET(ADefaultPawn* Ptr, float Value) { Ptr->BaseTurnRate = Value; } DOTNET_EXPORT auto E_PROP_ADefaultPawn_CollisionComponentName_GET() { return ConvertToManage_StringWrapper(ADefaultPawn::CollisionComponentName); } DOTNET_EXPORT auto E_PROP_ADefaultPawn_MeshComponentName_GET() { return ConvertToManage_StringWrapper(ADefaultPawn::MeshComponentName); } DOTNET_EXPORT auto E_PROP_ADefaultPawn_MovementComponentName_GET() { return ConvertToManage_StringWrapper(ADefaultPawn::MovementComponentName); } DOTNET_EXPORT INT_PTR E_NewObject_ADefaultPawn(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ADefaultPawn>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ADefaultPawn_GetCollisionComponent(ADefaultPawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCollisionComponent()); } DOTNET_EXPORT auto E_ADefaultPawn_GetMeshComponent(ADefaultPawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetMeshComponent()); } DOTNET_EXPORT auto E_ADefaultPawn_LookUpAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; Self->LookUpAtRate(_p0); } DOTNET_EXPORT auto E_ADefaultPawn_MoveForward(ADefaultPawn* Self, float Val) { auto _p0 = Val; Self->MoveForward(_p0); } DOTNET_EXPORT auto E_ADefaultPawn_MoveRight(ADefaultPawn* Self, float Val) { auto _p0 = Val; Self->MoveRight(_p0); } DOTNET_EXPORT auto E_ADefaultPawn_MoveUp_World(ADefaultPawn* Self, float Val) { auto _p0 = Val; Self->MoveUp_World(_p0); } DOTNET_EXPORT auto E_ADefaultPawn_TurnAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; Self->TurnAtRate(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_LookUpAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; ((AManageDefaultPawn*)Self)->_Supper__LookUpAtRate(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_MoveForward(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__MoveForward(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_MoveRight(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__MoveRight(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_MoveUp_World(ADefaultPawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__MoveUp_World(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_TurnAtRate(ADefaultPawn* Self, float Rate) { auto _p0 = Rate; ((AManageDefaultPawn*)Self)->_Supper__TurnAtRate(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_AddControllerPitchInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__AddControllerPitchInput(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_AddControllerRollInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__AddControllerRollInput(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_AddControllerYawInput(APawn* Self, float Val) { auto _p0 = Val; ((AManageDefaultPawn*)Self)->_Supper__AddControllerYawInput(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_DestroyPlayerInputComponent(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__DestroyPlayerInputComponent(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_DetachFromControllerPendingDestroy(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__DetachFromControllerPendingDestroy(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_Controller(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_Controller(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_PlayerState(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_PlayerState(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PawnClientRestart(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__PawnClientRestart(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PawnStartFire(APawn* Self, uint8 FireModeNum) { auto _p0 = FireModeNum; ((AManageDefaultPawn*)Self)->_Supper__PawnStartFire(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_RecalculateBaseEyeHeight(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__RecalculateBaseEyeHeight(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_Restart(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__Restart(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_SetPlayerDefaults(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__SetPlayerDefaults(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_SpawnDefaultController(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__SpawnDefaultController(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_TurnOff(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__TurnOff(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_UnPossessed(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__UnPossessed(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_UpdateNavigationRelevance(APawn* Self) { ((AManageDefaultPawn*)Self)->_Supper__UpdateNavigationRelevance(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_BeginPlay(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_ClearCrossLevelReferences(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_Destroyed(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_ForceNetRelevant(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_ForceNetUpdate(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_GatherCurrentMovement(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageDefaultPawn*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_K2_DestroyActor(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_LifeSpanExpired(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_MarkComponentsAsPendingKill(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_NotifyActorBeginCursorOver(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_NotifyActorEndCursorOver(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_AttachmentReplication(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_Instigator(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_Owner(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_ReplicatedMovement(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnRep_ReplicateMovement(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageDefaultPawn*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OutsideWorldBounds(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostActorCreated(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostInitializeComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostNetInit(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostNetReceivePhysicState(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostNetReceiveRole(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostRegisterAllComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostUnregisterAllComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PreInitializeComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PreRegisterAllComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageDefaultPawn*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageDefaultPawn*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_RegisterAllComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_ReregisterAllComponents(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_RerunConstructionScripts(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_Reset(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_RewindForReplay(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageDefaultPawn*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageDefaultPawn*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageDefaultPawn*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_TearOff(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageDefaultPawn*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageDefaultPawn*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_TornOff(AActor* Self) { ((AManageDefaultPawn*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageDefaultPawn*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_BeginDestroy(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_FinishDestroy(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostCDOContruct(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostEditImport(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostInitProperties(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostLoad(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostNetReceive(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostRepNotifies(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageDefaultPawn*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PreDestroyFromReplication(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_PreNetReceive(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_ShutdownAfterError(UObject* Self) { ((AManageDefaultPawn*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_CreateCluster(UObjectBaseUtility* Self) { ((AManageDefaultPawn*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ADefaultPawn_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageDefaultPawn*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPoseableMeshComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPoseableMeshComponent.h<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePoseableMeshComponent.h" #include "Runtime/Engine/Classes/Components/PoseableMeshComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PoseableMeshComponent.h:17 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UPoseableMeshComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPoseableMeshComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPoseableMeshComponent_CopyPoseFromSkeletalComponent(UPoseableMeshComponent* Self, USkeletalMeshComponent* InComponentToCopy) { auto _p0 = InComponentToCopy; Self->CopyPoseFromSkeletalComponent(_p0); } DOTNET_EXPORT auto E_UPoseableMeshComponent_FillComponentSpaceTransforms(UPoseableMeshComponent* Self) { Self->FillComponentSpaceTransforms(); } DOTNET_EXPORT auto E_UPoseableMeshComponent_IsRunningParallelEvaluation(UPoseableMeshComponent* Self) { return Self->IsRunningParallelEvaluation(); } DOTNET_EXPORT auto E_UPoseableMeshComponent_MarkRefreshTransformDirty(UPoseableMeshComponent* Self) { Self->MarkRefreshTransformDirty(); } DOTNET_EXPORT auto E_UPoseableMeshComponent_ResetBoneTransformByName(UPoseableMeshComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); Self->ResetBoneTransformByName(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PrestreamTextures(UMeshComponent* Self, float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bPrioritizeCharacterTextures; auto _p2 = CinematicTextureGroups; ((UManagePoseableMeshComponent*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetTextureForceResidentFlag(UMeshComponent* Self, bool bForceMiplevelsToBeResident) { auto _p0 = bForceMiplevelsToBeResident; ((UManagePoseableMeshComponent*)Self)->_Supper__SetTextureForceResidentFlag(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnComponentCollisionSettingsChanged(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; ((UManagePoseableMeshComponent*)Self)->_Supper__SetAllMassScale(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; ((UManagePoseableMeshComponent*)Self)->_Supper__SetAllUseCCD(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManagePoseableMeshComponent*)Self)->_Supper__SetAngularDamping(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; ((UManagePoseableMeshComponent*)Self)->_Supper__SetEnableGravity(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManagePoseableMeshComponent*)Self)->_Supper__SetLinearDamping(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; ((UManagePoseableMeshComponent*)Self)->_Supper__SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; ((UManagePoseableMeshComponent*)Self)->_Supper__SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UnWeldChildren(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__UnWeldChildren(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UnWeldFromParent(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__UnWeldFromParent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__UpdatePhysicsToRBChannels(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__WakeAllRigidBodies(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManagePoseableMeshComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UpdateBounds(USceneComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManagePoseableMeshComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManagePoseableMeshComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_BeginPlay(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_Deactivate(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManagePoseableMeshComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_InitializeComponent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManagePoseableMeshComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnComponentCreated(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManagePoseableMeshComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnRegister(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnRep_IsActive(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnUnregister(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManagePoseableMeshComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManagePoseableMeshComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManagePoseableMeshComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePoseableMeshComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePoseableMeshComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_ToggleActive(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_UninitializeComponent(UActorComponent* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_BeginDestroy(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_FinishDestroy(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostCDOContruct(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostEditImport(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostInitProperties(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostLoad(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostNetReceive(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostRepNotifies(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManagePoseableMeshComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PreDestroyFromReplication(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_PreNetReceive(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_ShutdownAfterError(UObject* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UPoseableMeshComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManagePoseableMeshComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UObject.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/CoreUObject/Public/UObject/Object.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h:45 class E_PROTECTED_WRAP_UObject : protected UObject { public: bool CanCheckDefaultSubObjects_WRAP(bool bForceCheck, bool& bResult) { return CanCheckDefaultSubObjects(bForceCheck, bResult); } bool CheckDefaultSubobjectsInternal_WRAP() { return CheckDefaultSubobjectsInternal(); } FString GetDetailedInfoInternal_WRAP() { return GetDetailedInfoInternal(); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UObject(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UObject>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UObject_AbortInsideMemberFunction(UObject* Self) { Self->AbortInsideMemberFunction(); } DOTNET_EXPORT auto E_UObject_AreNativePropertiesIdenticalTo(UObject* Self, UObject* Other) { auto _p0 = Other; return Self->AreNativePropertiesIdenticalTo(_p0); } DOTNET_EXPORT auto E_UObject_BeginDestroy(UObject* Self) { Self->BeginDestroy(); } DOTNET_EXPORT auto E_UObject_CanCheckDefaultSubObjects(UObject* Self, bool bForceCheck, bool bResult) { auto _p0 = bForceCheck; auto& _p1 = bResult; return ((E_PROTECTED_WRAP_UObject*)Self)->CanCheckDefaultSubObjects_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UObject_CanCreateInCurrentContext(UObject* Self, UObject* Template) { auto _p0 = Template; return Self->CanCreateInCurrentContext(_p0); } DOTNET_EXPORT auto E_UObject_CanModify(UObject* Self) { return Self->CanModify(); } DOTNET_EXPORT auto E_UObject_CheckDefaultSubobjects(UObject* Self, bool bForceCheck) { auto _p0 = bForceCheck; return Self->CheckDefaultSubobjects(_p0); } DOTNET_EXPORT auto E_UObject_CheckDefaultSubobjectsInternal(UObject* Self) { return ((E_PROTECTED_WRAP_UObject*)Self)->CheckDefaultSubobjectsInternal_WRAP(); } DOTNET_EXPORT auto E_UObject_ConditionalBeginDestroy(UObject* Self) { return Self->ConditionalBeginDestroy(); } DOTNET_EXPORT auto E_UObject_ConditionalFinishDestroy(UObject* Self) { return Self->ConditionalFinishDestroy(); } DOTNET_EXPORT auto E_UObject_ConditionalPostLoad(UObject* Self) { Self->ConditionalPostLoad(); } DOTNET_EXPORT auto E_UObject_ConditionalPostLoadSubobjects(UObject* Self) { Self->ConditionalPostLoadSubobjects(); } DOTNET_EXPORT auto E_UObject_DestroyNonNativeProperties(UObject* Self) { Self->DestroyNonNativeProperties(); } DOTNET_EXPORT auto E_UObject_ExecuteUbergraph(UObject* Self, int32 EntryPoint) { auto _p0 = EntryPoint; Self->ExecuteUbergraph(_p0); } DOTNET_EXPORT auto E_UObject_FinishDestroy(UObject* Self) { Self->FinishDestroy(); } DOTNET_EXPORT auto E_UObject_GetArchetype(UObject* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetArchetype()); } DOTNET_EXPORT auto E_UObject_GetDefaultConfigFilename(UObject* Self) { return ConvertToManage_StringWrapper(Self->GetDefaultConfigFilename()); } DOTNET_EXPORT auto E_UObject_GetDesc(UObject* Self) { return ConvertToManage_StringWrapper(Self->GetDesc()); } DOTNET_EXPORT auto E_UObject_GetDetailedInfo(UObject* Self) { return ConvertToManage_StringWrapper(Self->GetDetailedInfo()); } DOTNET_EXPORT auto E_UObject_GetDetailedInfoInternal(UObject* Self) { return ConvertToManage_StringWrapper(((E_PROTECTED_WRAP_UObject*)Self)->GetDetailedInfoInternal_WRAP()); } DOTNET_EXPORT auto E_UObject_GetGlobalUserConfigFilename(UObject* Self) { return ConvertToManage_StringWrapper(Self->GetGlobalUserConfigFilename()); } DOTNET_EXPORT auto E_UObject_GetWorld(UObject* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetWorld()); } DOTNET_EXPORT auto E_UObject_GetWorldChecked(UObject* Self, bool bSupported) { auto& _p0 = bSupported; return ConvertToManage_ObjectPointerDescription(Self->GetWorldChecked(_p0)); } DOTNET_EXPORT auto E_UObject_ImplementsGetWorld(UObject* Self) { return Self->ImplementsGetWorld(); } DOTNET_EXPORT auto E_UObject_InstanceSubobjectTemplates(UObject* Self) { Self->InstanceSubobjectTemplates(); } DOTNET_EXPORT auto E_UObject_IsAsset(UObject* Self) { return Self->IsAsset(); } DOTNET_EXPORT auto E_UObject_IsBasedOnArchetype(UObject* Self, UObject* SomeObject) { auto _p0 = SomeObject; return Self->IsBasedOnArchetype(_p0); } DOTNET_EXPORT auto E_UObject_IsEditorOnly(UObject* Self) { return Self->IsEditorOnly(); } DOTNET_EXPORT auto E_UObject_IsFullNameStableForNetworking(UObject* Self) { return Self->IsFullNameStableForNetworking(); } DOTNET_EXPORT auto E_UObject_IsInBlueprint(UObject* Self) { return Self->IsInBlueprint(); } DOTNET_EXPORT auto E_UObject_IsLocalizedResource(UObject* Self) { return Self->IsLocalizedResource(); } DOTNET_EXPORT auto E_UObject_IsNameStableForNetworking(UObject* Self) { return Self->IsNameStableForNetworking(); } DOTNET_EXPORT auto E_UObject_IsPostLoadThreadSafe(UObject* Self) { return Self->IsPostLoadThreadSafe(); } DOTNET_EXPORT auto E_UObject_IsReadyForFinishDestroy(UObject* Self) { return Self->IsReadyForFinishDestroy(); } DOTNET_EXPORT auto E_UObject_IsSafeForRootSet(UObject* Self) { return Self->IsSafeForRootSet(); } DOTNET_EXPORT auto E_UObject_IsSelected(UObject* Self) { return Self->IsSelected(); } DOTNET_EXPORT auto E_UObject_IsSupportedForNetworking(UObject* Self) { return Self->IsSupportedForNetworking(); } DOTNET_EXPORT auto E_UObject_LoadConfig(UObject* Self) { Self->LoadConfig(); } DOTNET_EXPORT auto E_UObject_MarkAsEditorOnlySubobject(UObject* Self) { Self->MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E_UObject_Modify(UObject* Self, bool bAlwaysMarkDirty) { auto _p0 = bAlwaysMarkDirty; return Self->Modify(_p0); } DOTNET_EXPORT auto E_UObject_NeedsLoadForClient(UObject* Self) { return Self->NeedsLoadForClient(); } DOTNET_EXPORT auto E_UObject_NeedsLoadForEditorGame(UObject* Self) { return Self->NeedsLoadForEditorGame(); } DOTNET_EXPORT auto E_UObject_NeedsLoadForServer(UObject* Self) { return Self->NeedsLoadForServer(); } DOTNET_EXPORT auto E_UObject_OverridePerObjectConfigSection(UObject* Self, char* SectionName) { auto _p0 = ConvertFromManage_FString(SectionName); Self->OverridePerObjectConfigSection(_p0); } DOTNET_EXPORT auto E_UObject_PostCDOContruct(UObject* Self) { Self->PostCDOContruct(); } DOTNET_EXPORT auto E_UObject_PostEditImport(UObject* Self) { Self->PostEditImport(); } DOTNET_EXPORT auto E_UObject_PostInitProperties(UObject* Self) { Self->PostInitProperties(); } DOTNET_EXPORT auto E_UObject_PostLoad(UObject* Self) { Self->PostLoad(); } DOTNET_EXPORT auto E_UObject_PostNetReceive(UObject* Self) { Self->PostNetReceive(); } DOTNET_EXPORT auto E_UObject_PostRename(UObject* Self, UObject* OldOuter, char* OldName) { auto _p0 = OldOuter; auto _p1 = ConvertFromManage_FName(OldName); Self->PostRename(_p0, _p1); } DOTNET_EXPORT auto E_UObject_PostRepNotifies(UObject* Self) { Self->PostRepNotifies(); } DOTNET_EXPORT auto E_UObject_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; Self->PostSaveRoot(_p0); } DOTNET_EXPORT auto E_UObject_PreDestroyFromReplication(UObject* Self) { Self->PreDestroyFromReplication(); } DOTNET_EXPORT auto E_UObject_PreNetReceive(UObject* Self) { Self->PreNetReceive(); } DOTNET_EXPORT auto E_UObject_ReinitializeProperties(UObject* Self, UObject* SourceObject) { auto _p0 = SourceObject; Self->ReinitializeProperties(_p0); } DOTNET_EXPORT auto E_UObject_ReloadConfig(UObject* Self) { Self->ReloadConfig(); } DOTNET_EXPORT auto E_UObject_Rename(UObject* Self) { return Self->Rename(); } DOTNET_EXPORT auto E_UObject_SaveConfig(UObject* Self) { Self->SaveConfig(); } DOTNET_EXPORT auto E_UObject_ShutdownAfterError(UObject* Self) { Self->ShutdownAfterError(); } DOTNET_EXPORT auto E_UObject_SourceFileTagName(UObject* Self) { return ConvertToManage_StringWrapper(Self->SourceFileTagName()); } DOTNET_EXPORT auto E_UObject_UpdateDefaultConfigFile(UObject* Self, char* SpecificFileLocation) { auto _p0 = ConvertFromManage_FString(SpecificFileLocation); Self->UpdateDefaultConfigFile(_p0); } DOTNET_EXPORT auto E_UObject_UpdateGlobalUserConfigFile(UObject* Self) { Self->UpdateGlobalUserConfigFile(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ULightmassPortalComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/LightmassPortalComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\LightmassPortalComponent.h:12 extern "C" { DOTNET_EXPORT auto E_PROP_ULightmassPortalComponent_PreviewBox_GET(ULightmassPortalComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PreviewBox); } DOTNET_EXPORT void E_PROP_ULightmassPortalComponent_PreviewBox_SET(ULightmassPortalComponent* Ptr, UBoxComponent* Value) { Ptr->PreviewBox = Value; } DOTNET_EXPORT INT_PTR E_NewObject_ULightmassPortalComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ULightmassPortalComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCharacterMovementComponent.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCharacterMovementComponent.h" #include "Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\CharacterMovementComponent.h:159 class E_PROTECTED_WRAP_UCharacterMovementComponent : protected UCharacterMovementComponent { public: void AdjustProxyCapsuleSize_WRAP() { AdjustProxyCapsuleSize(); } void ApplyImpactPhysicsForces_WRAP(const FHitResult& Impact, const FVector& ImpactAcceleration, const FVector& ImpactVelocity) { ApplyImpactPhysicsForces(Impact, ImpactAcceleration, ImpactVelocity); } void ApplyVelocityBraking_WRAP(float DeltaTime, float Friction, float BrakingDeceleration) { ApplyVelocityBraking(DeltaTime, Friction, BrakingDeceleration); } float BoostAirControl_WRAP(float DeltaTime, float TickAirControl, const FVector& FallAcceleration) { return BoostAirControl(DeltaTime, TickAirControl, FallAcceleration); } void CallMovementUpdateDelegate_WRAP(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) { CallMovementUpdateDelegate(DeltaSeconds, OldLocation, OldVelocity); } void CapsuleTouched_WRAP(UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { CapsuleTouched(OverlappedComp, Other, OtherComp, OtherBodyIndex, bFromSweep, SweepResult); } bool ClientUpdatePositionAfterServerUpdate_WRAP() { return ClientUpdatePositionAfterServerUpdate(); } float ComputeAnalogInputModifier_WRAP() { return ComputeAnalogInputModifier(); } FVector ComputeGroundMovementDelta_WRAP(const FVector& Delta, const FHitResult& RampHit, const bool bHitFromLineTrace) { return ComputeGroundMovementDelta(Delta, RampHit, bHitFromLineTrace); } FVector ConstrainInputAcceleration_WRAP(const FVector& InputAcceleration) { return ConstrainInputAcceleration(InputAcceleration); } void FindBestNavMeshLocation_WRAP(const FVector& TraceStart, const FVector& TraceEnd, const FVector& CurrentFeetLocation, const FVector& TargetNavLocation, FHitResult& OutHitResult) { FindBestNavMeshLocation(TraceStart, TraceEnd, CurrentFeetLocation, TargetNavLocation, OutHitResult); } FVector HandleSlopeBoosting_WRAP(const FVector& SlideResult, const FVector& Delta, const float Time, const FVector& Normal, const FHitResult& Hit) { return HandleSlopeBoosting(SlideResult, Delta, Time, Normal, Hit); } void HandleSwimmingWallHit_WRAP(const FHitResult& Hit, float DeltaTime) { HandleSwimmingWallHit(Hit, DeltaTime); } FVector LimitAirControl_WRAP(float DeltaTime, const FVector& FallAcceleration, const FHitResult& HitResult, bool bCheckForValidLandingSpot) { return LimitAirControl(DeltaTime, FallAcceleration, HitResult, bCheckForValidLandingSpot); } void MaintainHorizontalGroundVelocity_WRAP() { MaintainHorizontalGroundVelocity(); } void MoveAlongFloor_WRAP(const FVector& InVelocity, float DeltaSeconds) { MoveAlongFloor(InVelocity, DeltaSeconds); } void MoveAutonomous_WRAP(float ClientTimeStamp, float DeltaTime, uint8 CompressedFlags, const FVector& NewAccel) { MoveAutonomous(ClientTimeStamp, DeltaTime, CompressedFlags, NewAccel); } void OnCharacterStuckInGeometry_WRAP(const FHitResult* Hit) { OnCharacterStuckInGeometry(Hit); } void OnClientTimeStampResetDetected_WRAP() { OnClientTimeStampResetDetected(); } void OnMovementModeChanged_WRAP(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) { OnMovementModeChanged(PreviousMovementMode, PreviousCustomMode); } void OnMovementUpdated_WRAP(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) { OnMovementUpdated(DeltaSeconds, OldLocation, OldVelocity); } void OnTimeDiscrepancyDetected_WRAP(float CurrentTimeDiscrepancy, float LifetimeRawTimeDiscrepancy, float Lifetime, float CurrentMoveError) { OnTimeDiscrepancyDetected(CurrentTimeDiscrepancy, LifetimeRawTimeDiscrepancy, Lifetime, CurrentMoveError); } void OnUnableToFollowBaseMove_WRAP(const FVector& DeltaPosition, const FVector& OldLocation, const FHitResult& MoveOnBaseHit) { OnUnableToFollowBaseMove(DeltaPosition, OldLocation, MoveOnBaseHit); } void PerformMovement_WRAP(float DeltaTime) { PerformMovement(DeltaTime); } void PhysCustom_WRAP(float deltaTime, int32 Iterations) { PhysCustom(deltaTime, Iterations); } void PhysFlying_WRAP(float deltaTime, int32 Iterations) { PhysFlying(deltaTime, Iterations); } void PhysNavWalking_WRAP(float deltaTime, int32 Iterations) { PhysNavWalking(deltaTime, Iterations); } void PhysSwimming_WRAP(float deltaTime, int32 Iterations) { PhysSwimming(deltaTime, Iterations); } void PhysWalking_WRAP(float deltaTime, int32 Iterations) { PhysWalking(deltaTime, Iterations); } void ProcessLanded_WRAP(const FHitResult& Hit, float remainingTime, int32 Iterations) { ProcessLanded(Hit, remainingTime, Iterations); } FVector ProjectLocationFromNavMesh_WRAP(float DeltaSeconds, const FVector& CurrentFeetLocation, const FVector& TargetNavLocation, float UpOffset, float DownOffset) { return ProjectLocationFromNavMesh(DeltaSeconds, CurrentFeetLocation, TargetNavLocation, UpOffset, DownOffset); } void ReplicateMoveToServer_WRAP(float DeltaTime, const FVector& NewAcceleration) { ReplicateMoveToServer(DeltaTime, NewAcceleration); } FVector ScaleInputAcceleration_WRAP(const FVector& InputAcceleration) { return ScaleInputAcceleration(InputAcceleration); } bool ServerCheckClientError_WRAP(float ClientTimeStamp, float DeltaTime, const FVector& Accel, const FVector& ClientWorldLocation, const FVector& RelativeClientLocation, UPrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode) { return ServerCheckClientError(ClientTimeStamp, DeltaTime, Accel, ClientWorldLocation, RelativeClientLocation, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); } void ServerMoveHandleClientError_WRAP(float ClientTimeStamp, float DeltaTime, const FVector& Accel, const FVector& RelativeClientLocation, UPrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode) { ServerMoveHandleClientError(ClientTimeStamp, DeltaTime, Accel, RelativeClientLocation, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); } void SetNavWalkingPhysics_WRAP(bool bEnable) { SetNavWalkingPhysics(bEnable); } void SetPostLandedPhysics_WRAP(const FHitResult& Hit) { SetPostLandedPhysics(Hit); } bool ShouldCancelAdaptiveReplication_WRAP() { return ShouldCancelAdaptiveReplication(); } void SimulatedTick_WRAP(float DeltaSeconds) { SimulatedTick(DeltaSeconds); } void SimulateMovement_WRAP(float DeltaTime) { SimulateMovement(DeltaTime); } void SmoothClientPosition_WRAP(float DeltaSeconds) { SmoothClientPosition(DeltaSeconds); } void SmoothClientPosition_Interpolate_WRAP(float DeltaSeconds) { SmoothClientPosition_Interpolate(DeltaSeconds); } void SmoothClientPosition_UpdateVisuals_WRAP() { SmoothClientPosition_UpdateVisuals(); } void TickCharacterPose_WRAP(float DeltaTime) { TickCharacterPose(DeltaTime); } bool TryToLeaveNavWalking_WRAP() { return TryToLeaveNavWalking(); } void UpdateFromCompressedFlags_WRAP(uint8 Flags) { UpdateFromCompressedFlags(Flags); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AirControl_GET(UCharacterMovementComponent* Ptr) { return Ptr->AirControl; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AirControl_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->AirControl = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AirControlBoostMultiplier_GET(UCharacterMovementComponent* Ptr) { return Ptr->AirControlBoostMultiplier; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AirControlBoostMultiplier_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->AirControlBoostMultiplier = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AirControlBoostVelocityThreshold_GET(UCharacterMovementComponent* Ptr) { return Ptr->AirControlBoostVelocityThreshold; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AirControlBoostVelocityThreshold_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->AirControlBoostVelocityThreshold = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AvoidanceConsiderationRadius_GET(UCharacterMovementComponent* Ptr) { return Ptr->AvoidanceConsiderationRadius; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AvoidanceConsiderationRadius_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->AvoidanceConsiderationRadius = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AvoidanceUID_GET(UCharacterMovementComponent* Ptr) { return Ptr->AvoidanceUID; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AvoidanceUID_SET(UCharacterMovementComponent* Ptr, int32 Value) { Ptr->AvoidanceUID = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_AvoidanceWeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->AvoidanceWeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_AvoidanceWeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->AvoidanceWeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bAllowPhysicsRotationDuringAnimRootMotion_GET(UCharacterMovementComponent* Ptr) { return Ptr->bAllowPhysicsRotationDuringAnimRootMotion; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bAllowPhysicsRotationDuringAnimRootMotion_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bAllowPhysicsRotationDuringAnimRootMotion = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bAlwaysCheckFloor_GET(UCharacterMovementComponent* Ptr) { return Ptr->bAlwaysCheckFloor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bAlwaysCheckFloor_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bAlwaysCheckFloor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bApplyGravityWhileJumping_GET(UCharacterMovementComponent* Ptr) { return Ptr->bApplyGravityWhileJumping; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bApplyGravityWhileJumping_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bApplyGravityWhileJumping = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bCanWalkOffLedges_GET(UCharacterMovementComponent* Ptr) { return Ptr->bCanWalkOffLedges; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bCanWalkOffLedges_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bCanWalkOffLedges = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bCanWalkOffLedgesWhenCrouching_GET(UCharacterMovementComponent* Ptr) { return Ptr->bCanWalkOffLedgesWhenCrouching; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bCanWalkOffLedgesWhenCrouching_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bCanWalkOffLedgesWhenCrouching = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bCheatFlying_GET(UCharacterMovementComponent* Ptr) { return Ptr->bCheatFlying; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bCheatFlying_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bCheatFlying = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bCrouchMaintainsBaseLocation_GET(UCharacterMovementComponent* Ptr) { return Ptr->bCrouchMaintainsBaseLocation; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bCrouchMaintainsBaseLocation_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bCrouchMaintainsBaseLocation = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bDeferUpdateMoveComponent_GET(UCharacterMovementComponent* Ptr) { return Ptr->bDeferUpdateMoveComponent; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bDeferUpdateMoveComponent_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bDeferUpdateMoveComponent = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bEnablePhysicsInteraction_GET(UCharacterMovementComponent* Ptr) { return Ptr->bEnablePhysicsInteraction; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bEnablePhysicsInteraction_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bEnablePhysicsInteraction = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bEnableScopedMovementUpdates_GET(UCharacterMovementComponent* Ptr) { return Ptr->bEnableScopedMovementUpdates; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bEnableScopedMovementUpdates_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bEnableScopedMovementUpdates = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bEnableServerDualMoveScopedMovementUpdates_GET(UCharacterMovementComponent* Ptr) { return Ptr->bEnableServerDualMoveScopedMovementUpdates; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bEnableServerDualMoveScopedMovementUpdates_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bEnableServerDualMoveScopedMovementUpdates = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bFastAttachedMove_GET(UCharacterMovementComponent* Ptr) { return Ptr->bFastAttachedMove; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bFastAttachedMove_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bFastAttachedMove = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bForceMaxAccel_GET(UCharacterMovementComponent* Ptr) { return Ptr->bForceMaxAccel; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bForceMaxAccel_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bForceMaxAccel = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bForceNextFloorCheck_GET(UCharacterMovementComponent* Ptr) { return Ptr->bForceNextFloorCheck; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bForceNextFloorCheck_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bForceNextFloorCheck = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bIgnoreBaseRotation_GET(UCharacterMovementComponent* Ptr) { return Ptr->bIgnoreBaseRotation; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bIgnoreBaseRotation_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bIgnoreBaseRotation = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bIgnoreClientMovementErrorChecksAndCorrection_GET(UCharacterMovementComponent* Ptr) { return Ptr->bIgnoreClientMovementErrorChecksAndCorrection; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bIgnoreClientMovementErrorChecksAndCorrection_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bIgnoreClientMovementErrorChecksAndCorrection = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bImpartBaseAngularVelocity_GET(UCharacterMovementComponent* Ptr) { return Ptr->bImpartBaseAngularVelocity; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bImpartBaseAngularVelocity_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bImpartBaseAngularVelocity = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bImpartBaseVelocityX_GET(UCharacterMovementComponent* Ptr) { return Ptr->bImpartBaseVelocityX; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bImpartBaseVelocityX_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bImpartBaseVelocityX = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bImpartBaseVelocityY_GET(UCharacterMovementComponent* Ptr) { return Ptr->bImpartBaseVelocityY; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bImpartBaseVelocityY_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bImpartBaseVelocityY = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bImpartBaseVelocityZ_GET(UCharacterMovementComponent* Ptr) { return Ptr->bImpartBaseVelocityZ; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bImpartBaseVelocityZ_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bImpartBaseVelocityZ = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bIsNavWalkingOnServer_GET(UCharacterMovementComponent* Ptr) { return Ptr->bIsNavWalkingOnServer; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bIsNavWalkingOnServer_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bIsNavWalkingOnServer = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bJustTeleported_GET(UCharacterMovementComponent* Ptr) { return Ptr->bJustTeleported; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bJustTeleported_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bJustTeleported = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bMaintainHorizontalGroundVelocity_GET(UCharacterMovementComponent* Ptr) { return Ptr->bMaintainHorizontalGroundVelocity; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bMaintainHorizontalGroundVelocity_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bMaintainHorizontalGroundVelocity = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkAlwaysReplicateTransformUpdateTimestamp_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkAlwaysReplicateTransformUpdateTimestamp; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkAlwaysReplicateTransformUpdateTimestamp_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkAlwaysReplicateTransformUpdateTimestamp = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkLargeClientCorrection_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkLargeClientCorrection; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkLargeClientCorrection_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkLargeClientCorrection = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkMovementModeChanged_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkMovementModeChanged; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkMovementModeChanged_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkMovementModeChanged = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkSkipProxyPredictionOnNetUpdate_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkSkipProxyPredictionOnNetUpdate; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkSkipProxyPredictionOnNetUpdate_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkSkipProxyPredictionOnNetUpdate = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkSmoothingComplete_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkSmoothingComplete; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkSmoothingComplete_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkSmoothingComplete = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNetworkUpdateReceived_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNetworkUpdateReceived; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNetworkUpdateReceived_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNetworkUpdateReceived = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bNotifyApex_GET(UCharacterMovementComponent* Ptr) { return Ptr->bNotifyApex; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bNotifyApex_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bNotifyApex = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bOrientRotationToMovement_GET(UCharacterMovementComponent* Ptr) { return Ptr->bOrientRotationToMovement; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bOrientRotationToMovement_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bOrientRotationToMovement = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bPerformingJumpOff_GET(UCharacterMovementComponent* Ptr) { return Ptr->bPerformingJumpOff; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bPerformingJumpOff_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bPerformingJumpOff = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bPushForceScaledToMass_GET(UCharacterMovementComponent* Ptr) { return Ptr->bPushForceScaledToMass; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bPushForceScaledToMass_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bPushForceScaledToMass = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bPushForceUsingZOffset_GET(UCharacterMovementComponent* Ptr) { return Ptr->bPushForceUsingZOffset; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bPushForceUsingZOffset_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bPushForceUsingZOffset = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingDecelerationFalling_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingDecelerationFalling; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingDecelerationFalling_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingDecelerationFalling = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingDecelerationFlying_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingDecelerationFlying; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingDecelerationFlying_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingDecelerationFlying = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingDecelerationSwimming_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingDecelerationSwimming; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingDecelerationSwimming_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingDecelerationSwimming = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingDecelerationWalking_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingDecelerationWalking; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingDecelerationWalking_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingDecelerationWalking = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingFriction_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingFriction; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingFriction_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingFriction = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingFrictionFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingFrictionFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingFrictionFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingFrictionFactor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_BrakingSubStepTime_GET(UCharacterMovementComponent* Ptr) { return Ptr->BrakingSubStepTime; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_BrakingSubStepTime_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->BrakingSubStepTime = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bRequestedMoveUseAcceleration_GET(UCharacterMovementComponent* Ptr) { return Ptr->bRequestedMoveUseAcceleration; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bRequestedMoveUseAcceleration_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bRequestedMoveUseAcceleration = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bRunPhysicsWithNoController_GET(UCharacterMovementComponent* Ptr) { return Ptr->bRunPhysicsWithNoController; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bRunPhysicsWithNoController_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bRunPhysicsWithNoController = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bScalePushForceToVelocity_GET(UCharacterMovementComponent* Ptr) { return Ptr->bScalePushForceToVelocity; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bScalePushForceToVelocity_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bScalePushForceToVelocity = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bShrinkProxyCapsule_GET(UCharacterMovementComponent* Ptr) { return Ptr->bShrinkProxyCapsule; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bShrinkProxyCapsule_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bShrinkProxyCapsule = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bSweepWhileNavWalking_GET(UCharacterMovementComponent* Ptr) { return Ptr->bSweepWhileNavWalking; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bSweepWhileNavWalking_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bSweepWhileNavWalking = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bTouchForceScaledToMass_GET(UCharacterMovementComponent* Ptr) { return Ptr->bTouchForceScaledToMass; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bTouchForceScaledToMass_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bTouchForceScaledToMass = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_Buoyancy_GET(UCharacterMovementComponent* Ptr) { return Ptr->Buoyancy; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_Buoyancy_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->Buoyancy = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bUseControllerDesiredRotation_GET(UCharacterMovementComponent* Ptr) { return Ptr->bUseControllerDesiredRotation; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bUseControllerDesiredRotation_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bUseControllerDesiredRotation = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bUseFlatBaseForFloorChecks_GET(UCharacterMovementComponent* Ptr) { return Ptr->bUseFlatBaseForFloorChecks; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bUseFlatBaseForFloorChecks_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bUseFlatBaseForFloorChecks = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bUseRVOAvoidance_GET(UCharacterMovementComponent* Ptr) { return Ptr->bUseRVOAvoidance; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bUseRVOAvoidance_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bUseRVOAvoidance = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bUseSeparateBrakingFriction_GET(UCharacterMovementComponent* Ptr) { return Ptr->bUseSeparateBrakingFriction; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bUseSeparateBrakingFriction_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bUseSeparateBrakingFriction = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bWantsToCrouch_GET(UCharacterMovementComponent* Ptr) { return Ptr->bWantsToCrouch; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bWantsToCrouch_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bWantsToCrouch = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bWantsToLeaveNavWalking_GET(UCharacterMovementComponent* Ptr) { return Ptr->bWantsToLeaveNavWalking; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bWantsToLeaveNavWalking_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bWantsToLeaveNavWalking = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_bWasSimulatingRootMotion_GET(UCharacterMovementComponent* Ptr) { return Ptr->bWasSimulatingRootMotion; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_bWasSimulatingRootMotion_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->bWasSimulatingRootMotion = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_CachedProjectedNavMeshHitResult_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->CachedProjectedNavMeshHitResult); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_CachedProjectedNavMeshHitResult_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->CachedProjectedNavMeshHitResult = *(FHitResult*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_CrouchedHalfHeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->CrouchedHalfHeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_CrouchedHalfHeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->CrouchedHalfHeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_CurrentFloor_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->CurrentFloor); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_CurrentFloor_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->CurrentFloor = *(FFindFloorResult*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_CurrentRootMotion_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->CurrentRootMotion); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_CurrentRootMotion_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->CurrentRootMotion = *(FRootMotionSourceGroup*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_CustomMovementMode_GET(UCharacterMovementComponent* Ptr) { return Ptr->CustomMovementMode; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_CustomMovementMode_SET(UCharacterMovementComponent* Ptr, uint8 Value) { Ptr->CustomMovementMode = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_DeferredUpdatedMoveComponent_GET(UCharacterMovementComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->DeferredUpdatedMoveComponent); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_DeferredUpdatedMoveComponent_SET(UCharacterMovementComponent* Ptr, USceneComponent* Value) { Ptr->DeferredUpdatedMoveComponent = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_FallingLateralFriction_GET(UCharacterMovementComponent* Ptr) { return Ptr->FallingLateralFriction; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_FallingLateralFriction_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->FallingLateralFriction = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_GravityScale_GET(UCharacterMovementComponent* Ptr) { return Ptr->GravityScale; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_GravityScale_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->GravityScale = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_GroundFriction_GET(UCharacterMovementComponent* Ptr) { return Ptr->GroundFriction; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_GroundFriction_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->GroundFriction = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_InitialPushForceFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->InitialPushForceFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_InitialPushForceFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->InitialPushForceFactor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_JumpOffJumpZFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->JumpOffJumpZFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_JumpOffJumpZFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->JumpOffJumpZFactor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_JumpOutOfWaterPitch_GET(UCharacterMovementComponent* Ptr) { return Ptr->JumpOutOfWaterPitch; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_JumpOutOfWaterPitch_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->JumpOutOfWaterPitch = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_JumpZVelocity_GET(UCharacterMovementComponent* Ptr) { return Ptr->JumpZVelocity; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_JumpZVelocity_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->JumpZVelocity = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_LedgeCheckThreshold_GET(UCharacterMovementComponent* Ptr) { return Ptr->LedgeCheckThreshold; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_LedgeCheckThreshold_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->LedgeCheckThreshold = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_ListenServerNetworkSimulatedSmoothLocationTime_GET(UCharacterMovementComponent* Ptr) { return Ptr->ListenServerNetworkSimulatedSmoothLocationTime; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_ListenServerNetworkSimulatedSmoothLocationTime_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->ListenServerNetworkSimulatedSmoothLocationTime = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_ListenServerNetworkSimulatedSmoothRotationTime_GET(UCharacterMovementComponent* Ptr) { return Ptr->ListenServerNetworkSimulatedSmoothRotationTime; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_ListenServerNetworkSimulatedSmoothRotationTime_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->ListenServerNetworkSimulatedSmoothRotationTime = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_Mass_GET(UCharacterMovementComponent* Ptr) { return Ptr->Mass; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_Mass_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->Mass = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxAcceleration_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxAcceleration; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxAcceleration_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxAcceleration = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxCustomMovementSpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxCustomMovementSpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxCustomMovementSpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxCustomMovementSpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxDepenetrationWithGeometry_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxDepenetrationWithGeometry; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxDepenetrationWithGeometry_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxDepenetrationWithGeometry = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxDepenetrationWithGeometryAsProxy_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxDepenetrationWithGeometryAsProxy; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxDepenetrationWithGeometryAsProxy_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxDepenetrationWithGeometryAsProxy = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxDepenetrationWithPawn_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxDepenetrationWithPawn; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxDepenetrationWithPawn_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxDepenetrationWithPawn = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxDepenetrationWithPawnAsProxy_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxDepenetrationWithPawnAsProxy; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxDepenetrationWithPawnAsProxy_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxDepenetrationWithPawnAsProxy = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxFlySpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxFlySpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxFlySpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxFlySpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxOutOfWaterStepHeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxOutOfWaterStepHeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxOutOfWaterStepHeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxOutOfWaterStepHeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxSimulationIterations_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxSimulationIterations; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxSimulationIterations_SET(UCharacterMovementComponent* Ptr, int32 Value) { Ptr->MaxSimulationIterations = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxSimulationTimeStep_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxSimulationTimeStep; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxSimulationTimeStep_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxSimulationTimeStep = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxStepHeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxStepHeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxStepHeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxStepHeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxSwimSpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxSwimSpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxSwimSpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxSwimSpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxTouchForce_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxTouchForce; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxTouchForce_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxTouchForce = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxWalkSpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxWalkSpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxWalkSpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxWalkSpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MaxWalkSpeedCrouched_GET(UCharacterMovementComponent* Ptr) { return Ptr->MaxWalkSpeedCrouched; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MaxWalkSpeedCrouched_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MaxWalkSpeedCrouched = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MinAnalogWalkSpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->MinAnalogWalkSpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MinAnalogWalkSpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MinAnalogWalkSpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MinTimeBetweenTimeStampResets_GET(UCharacterMovementComponent* Ptr) { return Ptr->MinTimeBetweenTimeStampResets; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MinTimeBetweenTimeStampResets_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MinTimeBetweenTimeStampResets = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_MinTouchForce_GET(UCharacterMovementComponent* Ptr) { return Ptr->MinTouchForce; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_MinTouchForce_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->MinTouchForce = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavMeshProjectionHeightScaleDown_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavMeshProjectionHeightScaleDown; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavMeshProjectionHeightScaleDown_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavMeshProjectionHeightScaleDown = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavMeshProjectionHeightScaleUp_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavMeshProjectionHeightScaleUp; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavMeshProjectionHeightScaleUp_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavMeshProjectionHeightScaleUp = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavMeshProjectionInterpSpeed_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavMeshProjectionInterpSpeed; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavMeshProjectionInterpSpeed_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavMeshProjectionInterpSpeed = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavMeshProjectionInterval_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavMeshProjectionInterval; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavMeshProjectionInterval_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavMeshProjectionInterval = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavMeshProjectionTimer_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavMeshProjectionTimer; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavMeshProjectionTimer_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavMeshProjectionTimer = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NavWalkingFloorDistTolerance_GET(UCharacterMovementComponent* Ptr) { return Ptr->NavWalkingFloorDistTolerance; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NavWalkingFloorDistTolerance_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NavWalkingFloorDistTolerance = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetProxyShrinkHalfHeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetProxyShrinkHalfHeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetProxyShrinkHalfHeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetProxyShrinkHalfHeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetProxyShrinkRadius_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetProxyShrinkRadius; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetProxyShrinkRadius_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetProxyShrinkRadius = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkLargeClientCorrectionDistance_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkLargeClientCorrectionDistance; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkLargeClientCorrectionDistance_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkLargeClientCorrectionDistance = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkMaxSmoothUpdateDistance_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkMaxSmoothUpdateDistance; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkMaxSmoothUpdateDistance_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkMaxSmoothUpdateDistance = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAckGoodMoves_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkMinTimeBetweenClientAckGoodMoves; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAckGoodMoves_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkMinTimeBetweenClientAckGoodMoves = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAdjustments_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkMinTimeBetweenClientAdjustments; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAdjustments_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkMinTimeBetweenClientAdjustments = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAdjustmentsLargeCorrection_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkMinTimeBetweenClientAdjustmentsLargeCorrection; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkMinTimeBetweenClientAdjustmentsLargeCorrection_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkMinTimeBetweenClientAdjustmentsLargeCorrection = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkNoSmoothUpdateDistance_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkNoSmoothUpdateDistance; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkNoSmoothUpdateDistance_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkNoSmoothUpdateDistance = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkSimulatedSmoothLocationTime_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkSimulatedSmoothLocationTime; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkSimulatedSmoothLocationTime_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkSimulatedSmoothLocationTime = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkSimulatedSmoothRotationTime_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkSimulatedSmoothRotationTime; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkSimulatedSmoothRotationTime_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->NetworkSimulatedSmoothRotationTime = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_NetworkSmoothingMode_GET(UCharacterMovementComponent* Ptr) { return Ptr->NetworkSmoothingMode; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_NetworkSmoothingMode_SET(UCharacterMovementComponent* Ptr, ENetworkSmoothingMode Value) { Ptr->NetworkSmoothingMode = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_OldBaseLocation_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->OldBaseLocation); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_OldBaseLocation_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->OldBaseLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_OldBaseQuat_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->OldBaseQuat); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_OldBaseQuat_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->OldBaseQuat = *(FQuat*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_OutofWaterZ_GET(UCharacterMovementComponent* Ptr) { return Ptr->OutofWaterZ; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_OutofWaterZ_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->OutofWaterZ = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_PendingLaunchVelocity_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->PendingLaunchVelocity); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_PendingLaunchVelocity_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->PendingLaunchVelocity = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_PerchAdditionalHeight_GET(UCharacterMovementComponent* Ptr) { return Ptr->PerchAdditionalHeight; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_PerchAdditionalHeight_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->PerchAdditionalHeight = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_PerchRadiusThreshold_GET(UCharacterMovementComponent* Ptr) { return Ptr->PerchRadiusThreshold; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_PerchRadiusThreshold_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->PerchRadiusThreshold = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_PushForceFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->PushForceFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_PushForceFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->PushForceFactor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_PushForcePointZOffsetFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->PushForcePointZOffsetFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_PushForcePointZOffsetFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->PushForcePointZOffsetFactor = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_RepulsionForce_GET(UCharacterMovementComponent* Ptr) { return Ptr->RepulsionForce; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_RepulsionForce_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->RepulsionForce = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_RequestedVelocity_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->RequestedVelocity); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_RequestedVelocity_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->RequestedVelocity = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_RotationRate_GET(UCharacterMovementComponent* Ptr) { return (INT_PTR)&(Ptr->RotationRate); } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_RotationRate_SET(UCharacterMovementComponent* Ptr, INT_PTR Value) { Ptr->RotationRate = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_StandingDownwardForceScale_GET(UCharacterMovementComponent* Ptr) { return Ptr->StandingDownwardForceScale; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_StandingDownwardForceScale_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->StandingDownwardForceScale = Value; } DOTNET_EXPORT auto E_PROP_UCharacterMovementComponent_TouchForceFactor_GET(UCharacterMovementComponent* Ptr) { return Ptr->TouchForceFactor; } DOTNET_EXPORT void E_PROP_UCharacterMovementComponent_TouchForceFactor_SET(UCharacterMovementComponent* Ptr, float Value) { Ptr->TouchForceFactor = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCharacterMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCharacterMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCharacterMovementComponent_AddForce(UCharacterMovementComponent* Self, INT_PTR Force) { auto _p0 = *(FVector*)Force; Self->AddForce(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_AddImpulse(UCharacterMovementComponent* Self, INT_PTR Impulse, bool bVelocityChange) { auto _p0 = *(FVector*)Impulse; auto _p1 = bVelocityChange; Self->AddImpulse(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_AdjustFloorHeight(UCharacterMovementComponent* Self) { Self->AdjustFloorHeight(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_AdjustProxyCapsuleSize(UCharacterMovementComponent* Self) { ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->AdjustProxyCapsuleSize_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyAccumulatedForces(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->ApplyAccumulatedForces(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyDownwardForce(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->ApplyDownwardForce(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyImpactPhysicsForces(UCharacterMovementComponent* Self, INT_PTR Impact, INT_PTR ImpactAcceleration, INT_PTR ImpactVelocity) { auto& _p0 = *(FHitResult*)Impact; auto& _p1 = *(FVector*)ImpactAcceleration; auto& _p2 = *(FVector*)ImpactVelocity; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ApplyImpactPhysicsForces_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyNetworkMovementMode(UCharacterMovementComponent* Self, uint8 ReceivedMode) { auto _p0 = ReceivedMode; Self->ApplyNetworkMovementMode(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyRepulsionForce(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->ApplyRepulsionForce(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyRequestedMove(UCharacterMovementComponent* Self, float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, INT_PTR OutAcceleration, float OutRequestedSpeed) { auto _p0 = DeltaTime; auto _p1 = MaxAccel; auto _p2 = MaxSpeed; auto _p3 = Friction; auto _p4 = BrakingDeceleration; auto& _p5 = *(FVector*)OutAcceleration; auto& _p6 = OutRequestedSpeed; return Self->ApplyRequestedMove(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ApplyVelocityBraking(UCharacterMovementComponent* Self, float DeltaTime, float Friction, float BrakingDeceleration) { auto _p0 = DeltaTime; auto _p1 = Friction; auto _p2 = BrakingDeceleration; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ApplyVelocityBraking_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_BoostAirControl(UCharacterMovementComponent* Self, float DeltaTime, float TickAirControl, INT_PTR FallAcceleration) { auto _p0 = DeltaTime; auto _p1 = TickAirControl; auto& _p2 = *(FVector*)FallAcceleration; return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->BoostAirControl_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CalcVelocity(UCharacterMovementComponent* Self, float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration) { auto _p0 = DeltaTime; auto _p1 = Friction; auto _p2 = bFluid; auto _p3 = BrakingDeceleration; Self->CalcVelocity(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CallMovementUpdateDelegate(UCharacterMovementComponent* Self, float DeltaSeconds, INT_PTR OldLocation, INT_PTR OldVelocity) { auto _p0 = DeltaSeconds; auto& _p1 = *(FVector*)OldLocation; auto& _p2 = *(FVector*)OldVelocity; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->CallMovementUpdateDelegate_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CanCrouchInCurrentState(UCharacterMovementComponent* Self) { return Self->CanCrouchInCurrentState(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CanStepUp(UCharacterMovementComponent* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; return Self->CanStepUp(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CanWalkOffLedges(UCharacterMovementComponent* Self) { return Self->CanWalkOffLedges(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CapsuleTouched(UCharacterMovementComponent* Self, UPrimitiveComponent* OverlappedComp, AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, INT_PTR SweepResult) { auto _p0 = OverlappedComp; auto _p1 = Other; auto _p2 = OtherComp; auto _p3 = OtherBodyIndex; auto _p4 = bFromSweep; auto& _p5 = *(FHitResult*)SweepResult; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->CapsuleTouched_WRAP(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CheckFall(UCharacterMovementComponent* Self, INT_PTR OldFloor, INT_PTR Hit, INT_PTR Delta, INT_PTR OldLocation, float remainingTime, float timeTick, int32 Iterations, bool bMustJump) { auto& _p0 = *(FFindFloorResult*)OldFloor; auto& _p1 = *(FHitResult*)Hit; auto& _p2 = *(FVector*)Delta; auto& _p3 = *(FVector*)OldLocation; auto _p4 = remainingTime; auto _p5 = timeTick; auto _p6 = Iterations; auto _p7 = bMustJump; return Self->CheckFall(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CheckLedgeDirection(UCharacterMovementComponent* Self, INT_PTR OldLocation, INT_PTR SideStep, INT_PTR GravDir) { auto& _p0 = *(FVector*)OldLocation; auto& _p1 = *(FVector*)SideStep; auto& _p2 = *(FVector*)GravDir; return Self->CheckLedgeDirection(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_CheckWaterJump(UCharacterMovementComponent* Self, INT_PTR CheckPoint, INT_PTR WallNormal) { auto _p0 = *(FVector*)CheckPoint; auto& _p1 = *(FVector*)WallNormal; return Self->CheckWaterJump(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClearAccumulatedForces(UCharacterMovementComponent* Self) { Self->ClearAccumulatedForces(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAckGoodMove(UCharacterMovementComponent* Self, float TimeStamp) { auto _p0 = TimeStamp; Self->ClientAckGoodMove(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAckGoodMove_Implementation(UCharacterMovementComponent* Self, float TimeStamp) { auto _p0 = TimeStamp; Self->ClientAckGoodMove_Implementation(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustPosition(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR NewLoc, INT_PTR NewVel, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = *(FVector*)NewVel; auto _p3 = NewBase; auto _p4 = ConvertFromManage_FName(NewBaseBoneName); auto _p5 = bHasBase; auto _p6 = bBaseRelativePosition; auto _p7 = ServerMovementMode; Self->ClientAdjustPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustPosition_Implementation(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR NewLoc, INT_PTR NewVel, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = *(FVector*)NewVel; auto _p3 = NewBase; auto _p4 = ConvertFromManage_FName(NewBaseBoneName); auto _p5 = bHasBase; auto _p6 = bBaseRelativePosition; auto _p7 = ServerMovementMode; Self->ClientAdjustPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustRootMotionPosition(UCharacterMovementComponent* Self, float TimeStamp, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = ServerMontageTrackPosition; auto _p2 = *(FVector*)ServerLoc; auto _p3 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p4 = ServerVelZ; auto _p5 = ServerBase; auto _p6 = ConvertFromManage_FName(ServerBoneName); auto _p7 = bHasBase; auto _p8 = bBaseRelativePosition; auto _p9 = ServerMovementMode; Self->ClientAdjustRootMotionPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustRootMotionPosition_Implementation(UCharacterMovementComponent* Self, float TimeStamp, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = ServerMontageTrackPosition; auto _p2 = *(FVector*)ServerLoc; auto _p3 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p4 = ServerVelZ; auto _p5 = ServerBase; auto _p6 = ConvertFromManage_FName(ServerBoneName); auto _p7 = bHasBase; auto _p8 = bBaseRelativePosition; auto _p9 = ServerMovementMode; Self->ClientAdjustRootMotionPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustRootMotionSourcePosition(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FRootMotionSourceGroup*)ServerRootMotion; auto _p2 = bHasAnimRootMotion; auto _p3 = ServerMontageTrackPosition; auto _p4 = *(FVector*)ServerLoc; auto _p5 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p6 = ServerVelZ; auto _p7 = ServerBase; auto _p8 = ConvertFromManage_FName(ServerBoneName); auto _p9 = bHasBase; auto _p10 = bBaseRelativePosition; auto _p11 = ServerMovementMode; Self->ClientAdjustRootMotionSourcePosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9, _p10, _p11); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientAdjustRootMotionSourcePosition_Implementation(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, INT_PTR ServerLoc, INT_PTR ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, char* ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FRootMotionSourceGroup*)ServerRootMotion; auto _p2 = bHasAnimRootMotion; auto _p3 = ServerMontageTrackPosition; auto _p4 = *(FVector*)ServerLoc; auto _p5 = *(FVector_NetQuantizeNormal*)ServerRotation; auto _p6 = ServerVelZ; auto _p7 = ServerBase; auto _p8 = ConvertFromManage_FName(ServerBoneName); auto _p9 = bHasBase; auto _p10 = bBaseRelativePosition; auto _p11 = ServerMovementMode; Self->ClientAdjustRootMotionSourcePosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9, _p10, _p11); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientUpdatePositionAfterServerUpdate(UCharacterMovementComponent* Self) { return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ClientUpdatePositionAfterServerUpdate_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientVeryShortAdjustPosition(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR NewLoc, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = NewBase; auto _p3 = ConvertFromManage_FName(NewBaseBoneName); auto _p4 = bHasBase; auto _p5 = bBaseRelativePosition; auto _p6 = ServerMovementMode; Self->ClientVeryShortAdjustPosition(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ClientVeryShortAdjustPosition_Implementation(UCharacterMovementComponent* Self, float TimeStamp, INT_PTR NewLoc, UPrimitiveComponent* NewBase, char* NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) { auto _p0 = TimeStamp; auto _p1 = *(FVector*)NewLoc; auto _p2 = NewBase; auto _p3 = ConvertFromManage_FName(NewBaseBoneName); auto _p4 = bHasBase; auto _p5 = bBaseRelativePosition; auto _p6 = ServerMovementMode; Self->ClientVeryShortAdjustPosition_Implementation(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ComputeAnalogInputModifier(UCharacterMovementComponent* Self) { return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ComputeAnalogInputModifier_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ComputeFloorDist(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, float LineDistance, float SweepDistance, INT_PTR OutFloorResult, float SweepRadius, INT_PTR DownwardSweepResult) { auto& _p0 = *(FVector*)CapsuleLocation; auto _p1 = LineDistance; auto _p2 = SweepDistance; auto& _p3 = *(FFindFloorResult*)OutFloorResult; auto _p4 = SweepRadius; auto _p5 = (FHitResult*)DownwardSweepResult; Self->ComputeFloorDist(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ComputeGroundMovementDelta(UCharacterMovementComponent* Self, INT_PTR Delta, INT_PTR RampHit, bool bHitFromLineTrace) { auto& _p0 = *(FVector*)Delta; auto& _p1 = *(FHitResult*)RampHit; auto _p2 = bHitFromLineTrace; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ComputeGroundMovementDelta_WRAP(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ComputeOrientToMovementRotation(UCharacterMovementComponent* Self, INT_PTR CurrentRotation, float DeltaTime, INT_PTR DeltaRotation) { auto& _p0 = *(FRotator*)CurrentRotation; auto _p1 = DeltaTime; auto& _p2 = *(FRotator*)DeltaRotation; return (INT_PTR) new FRotator(Self->ComputeOrientToMovementRotation(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ComputePerchResult(UCharacterMovementComponent* Self, float TestRadius, INT_PTR InHit, float InMaxFloorDist, INT_PTR OutPerchFloorResult) { auto _p0 = TestRadius; auto& _p1 = *(FHitResult*)InHit; auto _p2 = InMaxFloorDist; auto& _p3 = *(FFindFloorResult*)OutPerchFloorResult; return Self->ComputePerchResult(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ConstrainInputAcceleration(UCharacterMovementComponent* Self, INT_PTR InputAcceleration) { auto& _p0 = *(FVector*)InputAcceleration; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ConstrainInputAcceleration_WRAP(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ConvertRootMotionServerIDsToLocalIDs(UCharacterMovementComponent* Self, INT_PTR LocalRootMotionToMatchWith, INT_PTR InOutServerRootMotion, float TimeStamp) { auto& _p0 = *(FRootMotionSourceGroup*)LocalRootMotionToMatchWith; auto& _p1 = *(FRootMotionSourceGroup*)InOutServerRootMotion; auto _p2 = TimeStamp; Self->ConvertRootMotionServerIDsToLocalIDs(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_Crouch(UCharacterMovementComponent* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; Self->Crouch(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_DisableMovement(UCharacterMovementComponent* Self) { Self->DisableMovement(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_DoJump(UCharacterMovementComponent* Self, bool bReplayingMoves) { auto _p0 = bReplayingMoves; return Self->DoJump(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_FindBestNavMeshLocation(UCharacterMovementComponent* Self, INT_PTR TraceStart, INT_PTR TraceEnd, INT_PTR CurrentFeetLocation, INT_PTR TargetNavLocation, INT_PTR OutHitResult) { auto& _p0 = *(FVector*)TraceStart; auto& _p1 = *(FVector*)TraceEnd; auto& _p2 = *(FVector*)CurrentFeetLocation; auto& _p3 = *(FVector*)TargetNavLocation; auto& _p4 = *(FHitResult*)OutHitResult; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->FindBestNavMeshLocation_WRAP(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UCharacterMovementComponent_FindFloor(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, INT_PTR OutFloorResult, bool bCanUseCachedLocation, INT_PTR DownwardSweepResult) { auto& _p0 = *(FVector*)CapsuleLocation; auto& _p1 = *(FFindFloorResult*)OutFloorResult; auto _p2 = bCanUseCachedLocation; auto _p3 = (FHitResult*)DownwardSweepResult; Self->FindFloor(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_FindWaterLine(UCharacterMovementComponent* Self, INT_PTR Start, INT_PTR End) { auto _p0 = *(FVector*)Start; auto _p1 = *(FVector*)End; return (INT_PTR) new FVector(Self->FindWaterLine(_p0, _p1)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ForceClientAdjustment(UCharacterMovementComponent* Self) { Self->ForceClientAdjustment(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ForceReplicationUpdate(UCharacterMovementComponent* Self) { Self->ForceReplicationUpdate(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetAirControl(UCharacterMovementComponent* Self, float DeltaTime, float TickAirControl, INT_PTR FallAcceleration) { auto _p0 = DeltaTime; auto _p1 = TickAirControl; auto& _p2 = *(FVector*)FallAcceleration; return (INT_PTR) new FVector(Self->GetAirControl(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetAnalogInputModifier(UCharacterMovementComponent* Self) { return Self->GetAnalogInputModifier(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetBestDirectionOffActor(UCharacterMovementComponent* Self, AActor* BaseActor) { auto _p0 = BaseActor; return (INT_PTR) new FVector(Self->GetBestDirectionOffActor(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetCharacterOwner(UCharacterMovementComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCharacterOwner()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetCurrentAcceleration(UCharacterMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetCurrentAcceleration()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetDeltaRotation(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; return (INT_PTR) new FRotator(Self->GetDeltaRotation(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetFallingLateralAcceleration(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; return (INT_PTR) new FVector(Self->GetFallingLateralAcceleration(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetGroundMovementMode(UCharacterMovementComponent* Self) { return Self->GetGroundMovementMode(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetImpartedMovementBaseVelocity(UCharacterMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetImpartedMovementBaseVelocity()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetLastUpdateLocation(UCharacterMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetLastUpdateLocation()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetLastUpdateQuat(UCharacterMovementComponent* Self) { return (INT_PTR) new FQuat(Self->GetLastUpdateQuat()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetLastUpdateRotation(UCharacterMovementComponent* Self) { return (INT_PTR) new FRotator(Self->GetLastUpdateRotation()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetLastUpdateVelocity(UCharacterMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetLastUpdateVelocity()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetLedgeMove(UCharacterMovementComponent* Self, INT_PTR OldLocation, INT_PTR Delta, INT_PTR GravDir) { auto& _p0 = *(FVector*)OldLocation; auto& _p1 = *(FVector*)Delta; auto& _p2 = *(FVector*)GravDir; return (INT_PTR) new FVector(Self->GetLedgeMove(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMaxAcceleration(UCharacterMovementComponent* Self) { return Self->GetMaxAcceleration(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMaxBrakingDeceleration(UCharacterMovementComponent* Self) { return Self->GetMaxBrakingDeceleration(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMaxJumpHeight(UCharacterMovementComponent* Self) { return Self->GetMaxJumpHeight(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMaxJumpHeightWithJumpTime(UCharacterMovementComponent* Self) { return Self->GetMaxJumpHeightWithJumpTime(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMinAnalogSpeed(UCharacterMovementComponent* Self) { return Self->GetMinAnalogSpeed(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetModifiedMaxAcceleration(UCharacterMovementComponent* Self) { return Self->GetModifiedMaxAcceleration(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMovementBase(UCharacterMovementComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetMovementBase()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetMovementName(UCharacterMovementComponent* Self) { return ConvertToManage_StringWrapper(Self->GetMovementName()); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetNetworkSafeRandomAngleDegrees(UCharacterMovementComponent* Self) { return Self->GetNetworkSafeRandomAngleDegrees(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetPerchRadiusThreshold(UCharacterMovementComponent* Self) { return Self->GetPerchRadiusThreshold(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetServerLastTransformUpdateTimeStamp(UCharacterMovementComponent* Self) { return Self->GetServerLastTransformUpdateTimeStamp(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetSimulationTimeStep(UCharacterMovementComponent* Self, float RemainingTime, int32 Iterations) { auto _p0 = RemainingTime; auto _p1 = Iterations; return Self->GetSimulationTimeStep(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetValidPerchRadius(UCharacterMovementComponent* Self) { return Self->GetValidPerchRadius(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetWalkableFloorAngle(UCharacterMovementComponent* Self) { return Self->GetWalkableFloorAngle(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_GetWalkableFloorZ(UCharacterMovementComponent* Self) { return Self->GetWalkableFloorZ(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HandlePendingLaunch(UCharacterMovementComponent* Self) { return Self->HandlePendingLaunch(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HandleSlopeBoosting(UCharacterMovementComponent* Self, INT_PTR SlideResult, INT_PTR Delta, float Time, INT_PTR Normal, INT_PTR Hit) { auto& _p0 = *(FVector*)SlideResult; auto& _p1 = *(FVector*)Delta; auto _p2 = Time; auto& _p3 = *(FVector*)Normal; auto& _p4 = *(FHitResult*)Hit; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->HandleSlopeBoosting_WRAP(_p0, _p1, _p2, _p3, _p4)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HandleSwimmingWallHit(UCharacterMovementComponent* Self, INT_PTR Hit, float DeltaTime) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = DeltaTime; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->HandleSwimmingWallHit_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HandleWalkingOffLedge(UCharacterMovementComponent* Self, INT_PTR PreviousFloorImpactNormal, INT_PTR PreviousFloorContactNormal, INT_PTR PreviousLocation, float TimeDelta) { auto& _p0 = *(FVector*)PreviousFloorImpactNormal; auto& _p1 = *(FVector*)PreviousFloorContactNormal; auto& _p2 = *(FVector*)PreviousLocation; auto _p3 = TimeDelta; Self->HandleWalkingOffLedge(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HasRootMotionSources(UCharacterMovementComponent* Self) { return Self->HasRootMotionSources(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_HasValidData(UCharacterMovementComponent* Self) { return Self->HasValidData(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ImmersionDepth(UCharacterMovementComponent* Self) { return Self->ImmersionDepth(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_IsMovementInProgress(UCharacterMovementComponent* Self) { return Self->IsMovementInProgress(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_IsValidLandingSpot(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, INT_PTR Hit) { auto& _p0 = *(FVector*)CapsuleLocation; auto& _p1 = *(FHitResult*)Hit; return Self->IsValidLandingSpot(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_IsWalkable(UCharacterMovementComponent* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; return Self->IsWalkable(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_IsWalking(UCharacterMovementComponent* Self) { return Self->IsWalking(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_IsWithinEdgeTolerance(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, INT_PTR TestImpactPoint, float CapsuleRadius) { auto& _p0 = *(FVector*)CapsuleLocation; auto& _p1 = *(FVector*)TestImpactPoint; auto _p2 = CapsuleRadius; return Self->IsWithinEdgeTolerance(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_JumpOff(UCharacterMovementComponent* Self, AActor* MovementBaseActor) { auto _p0 = MovementBaseActor; Self->JumpOff(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_JumpOutOfWater(UCharacterMovementComponent* Self, INT_PTR WallNormal) { auto _p0 = *(FVector*)WallNormal; Self->JumpOutOfWater(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_K2_ComputeFloorDist(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, INT_PTR FloorResult) { auto _p0 = *(FVector*)CapsuleLocation; auto _p1 = LineDistance; auto _p2 = SweepDistance; auto _p3 = SweepRadius; auto& _p4 = *(FFindFloorResult*)FloorResult; Self->K2_ComputeFloorDist(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UCharacterMovementComponent_K2_FindFloor(UCharacterMovementComponent* Self, INT_PTR CapsuleLocation, INT_PTR FloorResult) { auto _p0 = *(FVector*)CapsuleLocation; auto& _p1 = *(FFindFloorResult*)FloorResult; Self->K2_FindFloor(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_K2_GetModifiedMaxAcceleration(UCharacterMovementComponent* Self) { return Self->K2_GetModifiedMaxAcceleration(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_K2_GetWalkableFloorAngle(UCharacterMovementComponent* Self) { return Self->K2_GetWalkableFloorAngle(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_K2_GetWalkableFloorZ(UCharacterMovementComponent* Self) { return Self->K2_GetWalkableFloorZ(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_Launch(UCharacterMovementComponent* Self, INT_PTR LaunchVel) { auto& _p0 = *(FVector*)LaunchVel; Self->Launch(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_LimitAirControl(UCharacterMovementComponent* Self, float DeltaTime, INT_PTR FallAcceleration, INT_PTR HitResult, bool bCheckForValidLandingSpot) { auto _p0 = DeltaTime; auto& _p1 = *(FVector*)FallAcceleration; auto& _p2 = *(FHitResult*)HitResult; auto _p3 = bCheckForValidLandingSpot; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->LimitAirControl_WRAP(_p0, _p1, _p2, _p3)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MaintainHorizontalGroundVelocity(UCharacterMovementComponent* Self) { ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->MaintainHorizontalGroundVelocity_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MaybeSaveBaseLocation(UCharacterMovementComponent* Self) { Self->MaybeSaveBaseLocation(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MaybeUpdateBasedMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->MaybeUpdateBasedMovement(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MoveAlongFloor(UCharacterMovementComponent* Self, INT_PTR InVelocity, float DeltaSeconds) { auto& _p0 = *(FVector*)InVelocity; auto _p1 = DeltaSeconds; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->MoveAlongFloor_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MoveAutonomous(UCharacterMovementComponent* Self, float ClientTimeStamp, float DeltaTime, uint8 CompressedFlags, INT_PTR NewAccel) { auto _p0 = ClientTimeStamp; auto _p1 = DeltaTime; auto _p2 = CompressedFlags; auto& _p3 = *(FVector*)NewAccel; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->MoveAutonomous_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_MoveSmooth(UCharacterMovementComponent* Self, INT_PTR InVelocity, float DeltaSeconds) { auto& _p0 = *(FVector*)InVelocity; auto _p1 = DeltaSeconds; Self->MoveSmooth(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_NewFallVelocity(UCharacterMovementComponent* Self, INT_PTR InitialVelocity, INT_PTR Gravity, float DeltaTime) { auto& _p0 = *(FVector*)InitialVelocity; auto& _p1 = *(FVector*)Gravity; auto _p2 = DeltaTime; return (INT_PTR) new FVector(Self->NewFallVelocity(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_NotifyJumpApex(UCharacterMovementComponent* Self) { Self->NotifyJumpApex(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnCharacterStuckInGeometry(UCharacterMovementComponent* Self, INT_PTR Hit) { auto _p0 = (FHitResult*)Hit; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnCharacterStuckInGeometry_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnClientTimeStampResetDetected(UCharacterMovementComponent* Self) { ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnClientTimeStampResetDetected_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnMovementModeChanged(UCharacterMovementComponent* Self, EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) { auto _p0 = PreviousMovementMode; auto _p1 = PreviousCustomMode; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnMovementModeChanged_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnMovementUpdated(UCharacterMovementComponent* Self, float DeltaSeconds, INT_PTR OldLocation, INT_PTR OldVelocity) { auto _p0 = DeltaSeconds; auto& _p1 = *(FVector*)OldLocation; auto& _p2 = *(FVector*)OldVelocity; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnMovementUpdated_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnRootMotionSourceBeingApplied(UCharacterMovementComponent* Self, INT_PTR Source) { auto _p0 = (FRootMotionSource*)Source; Self->OnRootMotionSourceBeingApplied(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnTimeDiscrepancyDetected(UCharacterMovementComponent* Self, float CurrentTimeDiscrepancy, float LifetimeRawTimeDiscrepancy, float Lifetime, float CurrentMoveError) { auto _p0 = CurrentTimeDiscrepancy; auto _p1 = LifetimeRawTimeDiscrepancy; auto _p2 = Lifetime; auto _p3 = CurrentMoveError; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnTimeDiscrepancyDetected_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCharacterMovementComponent_OnUnableToFollowBaseMove(UCharacterMovementComponent* Self, INT_PTR DeltaPosition, INT_PTR OldLocation, INT_PTR MoveOnBaseHit) { auto& _p0 = *(FVector*)DeltaPosition; auto& _p1 = *(FVector*)OldLocation; auto& _p2 = *(FHitResult*)MoveOnBaseHit; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->OnUnableToFollowBaseMove_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PackNetworkMovementMode(UCharacterMovementComponent* Self) { return Self->PackNetworkMovementMode(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PerformAirControlForPathFollowing(UCharacterMovementComponent* Self, INT_PTR Direction, float ZDiff) { auto _p0 = *(FVector*)Direction; auto _p1 = ZDiff; Self->PerformAirControlForPathFollowing(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PerformMovement(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PerformMovement_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysCustom(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PhysCustom_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysFalling(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; Self->PhysFalling(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysFlying(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PhysFlying_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysicsRotation(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->PhysicsRotation(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysNavWalking(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PhysNavWalking_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysSwimming(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PhysSwimming_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_PhysWalking(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->PhysWalking_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ProcessLanded(UCharacterMovementComponent* Self, INT_PTR Hit, float remainingTime, int32 Iterations) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = remainingTime; auto _p2 = Iterations; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ProcessLanded_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ProjectLocationFromNavMesh(UCharacterMovementComponent* Self, float DeltaSeconds, INT_PTR CurrentFeetLocation, INT_PTR TargetNavLocation, float UpOffset, float DownOffset) { auto _p0 = DeltaSeconds; auto& _p1 = *(FVector*)CurrentFeetLocation; auto& _p2 = *(FVector*)TargetNavLocation; auto _p3 = UpOffset; auto _p4 = DownOffset; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ProjectLocationFromNavMesh_WRAP(_p0, _p1, _p2, _p3, _p4)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_RemoveRootMotionSource(UCharacterMovementComponent* Self, char* InstanceName) { auto _p0 = ConvertFromManage_FName(InstanceName); Self->RemoveRootMotionSource(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ReplicateMoveToServer(UCharacterMovementComponent* Self, float DeltaTime, INT_PTR NewAcceleration) { auto _p0 = DeltaTime; auto& _p1 = *(FVector*)NewAcceleration; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ReplicateMoveToServer_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_RevertMove(UCharacterMovementComponent* Self, INT_PTR OldLocation, UPrimitiveComponent* OldBase, INT_PTR InOldBaseLocation, INT_PTR OldFloor, bool bFailMove) { auto& _p0 = *(FVector*)OldLocation; auto _p1 = OldBase; auto& _p2 = *(FVector*)InOldBaseLocation; auto& _p3 = *(FFindFloorResult*)OldFloor; auto _p4 = bFailMove; Self->RevertMove(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UCharacterMovementComponent_RoundAcceleration(UCharacterMovementComponent* Self, INT_PTR InAccel) { auto _p0 = *(FVector*)InAccel; return (INT_PTR) new FVector(Self->RoundAcceleration(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SaveBaseLocation(UCharacterMovementComponent* Self) { Self->SaveBaseLocation(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ScaleInputAcceleration(UCharacterMovementComponent* Self, INT_PTR InputAcceleration) { auto& _p0 = *(FVector*)InputAcceleration; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ScaleInputAcceleration_WRAP(_p0)); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ServerCheckClientError(UCharacterMovementComponent* Self, float ClientTimeStamp, float DeltaTime, INT_PTR Accel, INT_PTR ClientWorldLocation, INT_PTR RelativeClientLocation, UPrimitiveComponent* ClientMovementBase, char* ClientBaseBoneName, uint8 ClientMovementMode) { auto _p0 = ClientTimeStamp; auto _p1 = DeltaTime; auto& _p2 = *(FVector*)Accel; auto& _p3 = *(FVector*)ClientWorldLocation; auto& _p4 = *(FVector*)RelativeClientLocation; auto _p5 = ClientMovementBase; auto _p6 = ConvertFromManage_FName(ClientBaseBoneName); auto _p7 = ClientMovementMode; return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ServerCheckClientError_WRAP(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ServerMoveHandleClientError(UCharacterMovementComponent* Self, float ClientTimeStamp, float DeltaTime, INT_PTR Accel, INT_PTR RelativeClientLocation, UPrimitiveComponent* ClientMovementBase, char* ClientBaseBoneName, uint8 ClientMovementMode) { auto _p0 = ClientTimeStamp; auto _p1 = DeltaTime; auto& _p2 = *(FVector*)Accel; auto& _p3 = *(FVector*)RelativeClientLocation; auto _p4 = ClientMovementBase; auto _p5 = ConvertFromManage_FName(ClientBaseBoneName); auto _p6 = ClientMovementMode; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ServerMoveHandleClientError_WRAP(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ServerMoveOld(UCharacterMovementComponent* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; Self->ServerMoveOld(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ServerMoveOld_Implementation(UCharacterMovementComponent* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; Self->ServerMoveOld_Implementation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ServerMoveOld_Validate(UCharacterMovementComponent* Self, float OldTimeStamp, INT_PTR OldAccel, uint8 OldMoveFlags) { auto _p0 = OldTimeStamp; auto _p1 = *(FVector_NetQuantize10*)OldAccel; auto _p2 = OldMoveFlags; return Self->ServerMoveOld_Validate(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetAvoidanceEnabled(UCharacterMovementComponent* Self, bool bEnable) { auto _p0 = bEnable; Self->SetAvoidanceEnabled(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetAvoidanceGroup(UCharacterMovementComponent* Self, int32 GroupFlags) { auto _p0 = GroupFlags; Self->SetAvoidanceGroup(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetBase(UCharacterMovementComponent* Self, UPrimitiveComponent* NewBase, char* BoneName, bool bNotifyActor) { auto _p0 = NewBase; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bNotifyActor; Self->SetBase(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetBaseFromFloor(UCharacterMovementComponent* Self, INT_PTR FloorResult) { auto& _p0 = *(FFindFloorResult*)FloorResult; Self->SetBaseFromFloor(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetDefaultMovementMode(UCharacterMovementComponent* Self) { Self->SetDefaultMovementMode(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetGroundMovementMode(UCharacterMovementComponent* Self, EMovementMode NewGroundMovementMode) { auto _p0 = NewGroundMovementMode; Self->SetGroundMovementMode(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetGroupsToAvoid(UCharacterMovementComponent* Self, int32 GroupFlags) { auto _p0 = GroupFlags; Self->SetGroupsToAvoid(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetGroupsToIgnore(UCharacterMovementComponent* Self, int32 GroupFlags) { auto _p0 = GroupFlags; Self->SetGroupsToIgnore(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetMovementMode(UCharacterMovementComponent* Self, EMovementMode NewMovementMode, uint8 NewCustomMode) { auto _p0 = NewMovementMode; auto _p1 = NewCustomMode; Self->SetMovementMode(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetNavWalkingPhysics(UCharacterMovementComponent* Self, bool bEnable) { auto _p0 = bEnable; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SetNavWalkingPhysics_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetPostLandedPhysics(UCharacterMovementComponent* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SetPostLandedPhysics_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetWalkableFloorAngle(UCharacterMovementComponent* Self, float InWalkableFloorAngle) { auto _p0 = InWalkableFloorAngle; Self->SetWalkableFloorAngle(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SetWalkableFloorZ(UCharacterMovementComponent* Self, float InWalkableFloorZ) { auto _p0 = InWalkableFloorZ; Self->SetWalkableFloorZ(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldCancelAdaptiveReplication(UCharacterMovementComponent* Self) { return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->ShouldCancelAdaptiveReplication_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldCatchAir(UCharacterMovementComponent* Self, INT_PTR OldFloor, INT_PTR NewFloor) { auto& _p0 = *(FFindFloorResult*)OldFloor; auto& _p1 = *(FFindFloorResult*)NewFloor; return Self->ShouldCatchAir(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldCheckForValidLandingSpot(UCharacterMovementComponent* Self, float DeltaTime, INT_PTR Delta, INT_PTR Hit) { auto _p0 = DeltaTime; auto& _p1 = *(FVector*)Delta; auto& _p2 = *(FHitResult*)Hit; return Self->ShouldCheckForValidLandingSpot(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldComputePerchResult(UCharacterMovementComponent* Self, INT_PTR InHit, bool bCheckRadius) { auto& _p0 = *(FHitResult*)InHit; auto _p1 = bCheckRadius; return Self->ShouldComputePerchResult(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldJumpOutOfWater(UCharacterMovementComponent* Self, INT_PTR JumpDir) { auto& _p0 = *(FVector*)JumpDir; return Self->ShouldJumpOutOfWater(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_ShouldRemainVertical(UCharacterMovementComponent* Self) { return Self->ShouldRemainVertical(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SimulatedTick(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SimulatedTick_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SimulateMovement(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SimulateMovement_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SmoothClientPosition(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SmoothClientPosition_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SmoothClientPosition_Interpolate(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SmoothClientPosition_Interpolate_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_SmoothClientPosition_UpdateVisuals(UCharacterMovementComponent* Self) { ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->SmoothClientPosition_UpdateVisuals_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_StartFalling(UCharacterMovementComponent* Self, int32 Iterations, float remainingTime, float timeTick, INT_PTR Delta, INT_PTR subLoc) { auto _p0 = Iterations; auto _p1 = remainingTime; auto _p2 = timeTick; auto& _p3 = *(FVector*)Delta; auto& _p4 = *(FVector*)subLoc; Self->StartFalling(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UCharacterMovementComponent_StartNewPhysics(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; Self->StartNewPhysics(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_StartSwimming(UCharacterMovementComponent* Self, INT_PTR OldLocation, INT_PTR OldVelocity, float timeTick, float remainingTime, int32 Iterations) { auto _p0 = *(FVector*)OldLocation; auto _p1 = *(FVector*)OldVelocity; auto _p2 = timeTick; auto _p3 = remainingTime; auto _p4 = Iterations; Self->StartSwimming(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UCharacterMovementComponent_StepUp(UCharacterMovementComponent* Self, INT_PTR GravDir, INT_PTR Delta, INT_PTR Hit) { auto& _p0 = *(FVector*)GravDir; auto& _p1 = *(FVector*)Delta; auto& _p2 = *(FHitResult*)Hit; return Self->StepUp(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCharacterMovementComponent_Swim(UCharacterMovementComponent* Self, INT_PTR Delta, INT_PTR Hit) { auto _p0 = *(FVector*)Delta; auto& _p1 = *(FHitResult*)Hit; return Self->Swim(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_TickCharacterPose(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->TickCharacterPose_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_TryToLeaveNavWalking(UCharacterMovementComponent* Self) { return ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->TryToLeaveNavWalking_WRAP(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UnCrouch(UCharacterMovementComponent* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; Self->UnCrouch(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateBasedMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->UpdateBasedMovement(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateBasedRotation(UCharacterMovementComponent* Self, INT_PTR FinalRotation, INT_PTR ReducedRotation) { auto& _p0 = *(FRotator*)FinalRotation; auto& _p1 = *(FRotator*)ReducedRotation; Self->UpdateBasedRotation(_p0, _p1); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateCharacterStateAfterMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->UpdateCharacterStateAfterMovement(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateCharacterStateBeforeMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->UpdateCharacterStateBeforeMovement(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateFloorFromAdjustment(UCharacterMovementComponent* Self) { Self->UpdateFloorFromAdjustment(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateFromCompressedFlags(UCharacterMovementComponent* Self, uint8 Flags) { auto _p0 = Flags; ((E_PROTECTED_WRAP_UCharacterMovementComponent*)Self)->UpdateFromCompressedFlags_WRAP(_p0); } DOTNET_EXPORT auto E_UCharacterMovementComponent_UpdateProxyAcceleration(UCharacterMovementComponent* Self) { Self->UpdateProxyAcceleration(); } DOTNET_EXPORT auto E_UCharacterMovementComponent_VisualizeMovement(UCharacterMovementComponent* Self) { Self->VisualizeMovement(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_AdjustFloorHeight(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__AdjustFloorHeight(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_AdjustProxyCapsuleSize(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__AdjustProxyCapsuleSize(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ApplyAccumulatedForces(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__ApplyAccumulatedForces(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ApplyDownwardForce(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__ApplyDownwardForce(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ApplyNetworkMovementMode(UCharacterMovementComponent* Self, uint8 ReceivedMode) { auto _p0 = ReceivedMode; ((UManageCharacterMovementComponent*)Self)->_Supper__ApplyNetworkMovementMode(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ApplyRepulsionForce(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__ApplyRepulsionForce(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ApplyVelocityBraking(UCharacterMovementComponent* Self, float DeltaTime, float Friction, float BrakingDeceleration) { auto _p0 = DeltaTime; auto _p1 = Friction; auto _p2 = BrakingDeceleration; ((UManageCharacterMovementComponent*)Self)->_Supper__ApplyVelocityBraking(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_CalcVelocity(UCharacterMovementComponent* Self, float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration) { auto _p0 = DeltaTime; auto _p1 = Friction; auto _p2 = bFluid; auto _p3 = BrakingDeceleration; ((UManageCharacterMovementComponent*)Self)->_Supper__CalcVelocity(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ClearAccumulatedForces(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__ClearAccumulatedForces(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ClientAckGoodMove(UCharacterMovementComponent* Self, float TimeStamp) { auto _p0 = TimeStamp; ((UManageCharacterMovementComponent*)Self)->_Supper__ClientAckGoodMove(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ClientAckGoodMove_Implementation(UCharacterMovementComponent* Self, float TimeStamp) { auto _p0 = TimeStamp; ((UManageCharacterMovementComponent*)Self)->_Supper__ClientAckGoodMove_Implementation(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_Crouch(UCharacterMovementComponent* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; ((UManageCharacterMovementComponent*)Self)->_Supper__Crouch(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_DisableMovement(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__DisableMovement(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ForceReplicationUpdate(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__ForceReplicationUpdate(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_MaintainHorizontalGroundVelocity(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__MaintainHorizontalGroundVelocity(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_MaybeSaveBaseLocation(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__MaybeSaveBaseLocation(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_MaybeUpdateBasedMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__MaybeUpdateBasedMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_NotifyJumpApex(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__NotifyJumpApex(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnClientTimeStampResetDetected(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnClientTimeStampResetDetected(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnTimeDiscrepancyDetected(UCharacterMovementComponent* Self, float CurrentTimeDiscrepancy, float LifetimeRawTimeDiscrepancy, float Lifetime, float CurrentMoveError) { auto _p0 = CurrentTimeDiscrepancy; auto _p1 = LifetimeRawTimeDiscrepancy; auto _p2 = Lifetime; auto _p3 = CurrentMoveError; ((UManageCharacterMovementComponent*)Self)->_Supper__OnTimeDiscrepancyDetected(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PerformMovement(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageCharacterMovementComponent*)Self)->_Supper__PerformMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysCustom(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysCustom(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysFalling(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysFalling(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysFlying(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysFlying(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysicsRotation(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysicsRotation(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysNavWalking(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysNavWalking(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysSwimming(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysSwimming(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PhysWalking(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__PhysWalking(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SaveBaseLocation(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__SaveBaseLocation(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetDefaultMovementMode(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__SetDefaultMovementMode(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetNavWalkingPhysics(UCharacterMovementComponent* Self, bool bEnable) { auto _p0 = bEnable; ((UManageCharacterMovementComponent*)Self)->_Supper__SetNavWalkingPhysics(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SimulateMovement(UCharacterMovementComponent* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageCharacterMovementComponent*)Self)->_Supper__SimulateMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SmoothClientPosition(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__SmoothClientPosition(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_StartNewPhysics(UCharacterMovementComponent* Self, float deltaTime, int32 Iterations) { auto _p0 = deltaTime; auto _p1 = Iterations; ((UManageCharacterMovementComponent*)Self)->_Supper__StartNewPhysics(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UnCrouch(UCharacterMovementComponent* Self, bool bClientSimulation) { auto _p0 = bClientSimulation; ((UManageCharacterMovementComponent*)Self)->_Supper__UnCrouch(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateBasedMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateBasedMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateCharacterStateAfterMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateCharacterStateAfterMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateCharacterStateBeforeMovement(UCharacterMovementComponent* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateCharacterStateBeforeMovement(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateFloorFromAdjustment(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateFloorFromAdjustment(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateFromCompressedFlags(UCharacterMovementComponent* Self, uint8 Flags) { auto _p0 = Flags; ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateFromCompressedFlags(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateProxyAcceleration(UCharacterMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateProxyAcceleration(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_StopActiveMovement(UNavMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__StopActiveMovement(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnTeleported(UMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageCharacterMovementComponent*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_StopMovementImmediately(UMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UpdateTickRegistration(UMovementComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageCharacterMovementComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_BeginPlay(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_Deactivate(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageCharacterMovementComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_InitializeComponent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageCharacterMovementComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnComponentCreated(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageCharacterMovementComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnRegister(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnUnregister(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageCharacterMovementComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageCharacterMovementComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageCharacterMovementComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageCharacterMovementComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageCharacterMovementComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ToggleActive(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_UninitializeComponent(UActorComponent* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_BeginDestroy(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_FinishDestroy(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostCDOContruct(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostEditImport(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostInitProperties(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostLoad(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostNetReceive(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostRepNotifies(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCharacterMovementComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PreDestroyFromReplication(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_PreNetReceive(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_ShutdownAfterError(UObject* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCharacterMovementComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCharacterMovementComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/Index.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/Index.h<gh_stars>10-100 // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "Structures.h" #include "AActor.h" #include "AAIController.h" #include "ACameraActor.h" #include "ACharacter.h" #include "AController.h" #include "ADefaultPawn.h" #include "AGameMode.h" #include "AGameModeBase.h" #include "AGameNetworkManager.h" #include "AGameSession.h" #include "AGameState.h" #include "AGameStateBase.h" #include "AHUD.h" #include "AInfo.h" #include "ALight.h" #include "ANavLinkProxy.h" #include "APawn.h" #include "APlayerCameraManager.h" #include "APlayerController.h" #include "APlayerState.h" #include "ASpectatorPawn.h" #include "AWorldSettings.h" #include "IAIResourceInterface.h" #include "ICrowdAgentInterface.h" #include "UActorComponent.h" #include "UAIDataProvider.h" #include "UAIDataProvider_QueryParams.h" #include "UAIHotSpotManager.h" #include "UAISubsystem.h" #include "UArrowComponent.h" #include "UAudioComponent.h" #include "UBillboardComponent.h" #include "UBoxComponent.h" #include "UBoxReflectionCaptureComponent.h" #include "UBrainComponent.h" #include "UBrushComponent.h" #include "UCameraAnimInst.h" #include "UCameraComponent.h" #include "UCameraModifier.h" #include "UCameraModifier_CameraShake.h" #include "UCameraShake.h" #include "UCanvas.h" #include "UCapsuleComponent.h" #include "UCharacterMovementComponent.h" #include "UCheatManager.h" #include "UDecalComponent.h" #include "UDirectionalLightComponent.h" #include "UDrawFrustumComponent.h" #include "UDrawSphereComponent.h" #include "UEngine.h" #include "UEngineBaseTypes.h" #include "UEngineMessage.h" #include "UExponentialHeightFogComponent.h" #include "UFloatingPawnMovement.h" #include "UForceFeedbackAttenuation.h" #include "UGameUserSettings.h" #include "UGameViewportClient.h" #include "UHierarchicalLODSetup.h" #include "UInputComponent.h" #include "UInputSettings.h" #include "UInstancedStaticMeshComponent.h" #include "UInterpToMovementComponent.h" #include "ULightComponent.h" #include "ULightComponentBase.h" #include "ULightmassPortalComponent.h" #include "ULineBatchComponent.h" #include "ULocalLightComponent.h" #include "ULocalMessage.h" #include "ULocalPlayer.h" #include "UMaterialBillboardComponent.h" #include "UMeshComponent.h" #include "UMovementComponent.h" #include "UNavLocalGridManager.h" #include "UNavMovementComponent.h" #include "UObject.h" #include "UObjectBase.h" #include "UObjectBaseUtility.h" #include "UOnlineSession.h" #include "UPathFollowingManager.h" #include "UPawnAction.h" #include "UPawnAction_BlueprintBase.h" #include "UPawnAction_Move.h" #include "UPawnAction_Repeat.h" #include "UPawnAction_Sequence.h" #include "UPawnAction_Wait.h" #include "UPawnActionsComponent.h" #include "UPawnMovementComponent.h" #include "UPawnNoiseEmitterComponent.h" #include "UPlanarReflectionComponent.h" #include "UPlaneReflectionCaptureComponent.h" #include "UPlayer.h" #include "UPlayerInput.h" #include "UPointLightComponent.h" #include "UPoseableMeshComponent.h" #include "UPostProcessComponent.h" #include "UPrimitiveComponent.h" #include "UProjectileMovementComponent.h" #include "URectLightComponent.h" #include "UReflectionCaptureComponent.h" #include "URotatingMovementComponent.h" #include "USaveGame.h" #include "USceneCaptureComponent.h" #include "USceneCaptureComponent2D.h" #include "USceneCaptureComponentCube.h" #include "USceneComponent.h" #include "UScriptViewportClient.h" #include "UShapeComponent.h" #include "USkeletalMeshComponent.h" #include "USkinnedMeshComponent.h" #include "USkyLightComponent.h" #include "USpectatorPawnMovement.h" #include "USphereComponent.h" #include "USphereReflectionCaptureComponent.h" #include "USpotLightComponent.h" #include "USpringArmComponent.h" #include "UStaticMeshComponent.h" #include "UTextRenderComponent.h" #include "UTimelineComponent.h" #include "UTouchInterface.h" #include "UVectorFieldComponent.h" #include "UVisualLoggerExtension.h" #include "UWorld.h" #include "UWorldProxy.h" PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPlanarReflectionComponent.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/PlanarReflectionComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PlanarReflectionComponent.h:16 extern "C" { DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_AngleFromPlaneFadeEnd_GET(UPlanarReflectionComponent* Ptr) { return Ptr->AngleFromPlaneFadeEnd; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_AngleFromPlaneFadeEnd_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->AngleFromPlaneFadeEnd = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_AngleFromPlaneFadeStart_GET(UPlanarReflectionComponent* Ptr) { return Ptr->AngleFromPlaneFadeStart; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_AngleFromPlaneFadeStart_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->AngleFromPlaneFadeStart = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_bRenderSceneTwoSided_GET(UPlanarReflectionComponent* Ptr) { return Ptr->bRenderSceneTwoSided; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_bRenderSceneTwoSided_SET(UPlanarReflectionComponent* Ptr, bool Value) { Ptr->bRenderSceneTwoSided = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_bShowPreviewPlane_GET(UPlanarReflectionComponent* Ptr) { return Ptr->bShowPreviewPlane; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_bShowPreviewPlane_SET(UPlanarReflectionComponent* Ptr, bool Value) { Ptr->bShowPreviewPlane = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeEnd_DEPRECATED_GET(UPlanarReflectionComponent* Ptr) { return Ptr->DistanceFromPlaneFadeEnd_DEPRECATED; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeEnd_DEPRECATED_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->DistanceFromPlaneFadeEnd_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeoutEnd_GET(UPlanarReflectionComponent* Ptr) { return Ptr->DistanceFromPlaneFadeoutEnd; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeoutEnd_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->DistanceFromPlaneFadeoutEnd = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeoutStart_GET(UPlanarReflectionComponent* Ptr) { return Ptr->DistanceFromPlaneFadeoutStart; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeoutStart_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->DistanceFromPlaneFadeoutStart = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeStart_DEPRECATED_GET(UPlanarReflectionComponent* Ptr) { return Ptr->DistanceFromPlaneFadeStart_DEPRECATED; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_DistanceFromPlaneFadeStart_DEPRECATED_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->DistanceFromPlaneFadeStart_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_ExtraFOV_GET(UPlanarReflectionComponent* Ptr) { return Ptr->ExtraFOV; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_ExtraFOV_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->ExtraFOV = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_NormalDistortionStrength_GET(UPlanarReflectionComponent* Ptr) { return Ptr->NormalDistortionStrength; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_NormalDistortionStrength_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->NormalDistortionStrength = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_PrefilterRoughness_GET(UPlanarReflectionComponent* Ptr) { return Ptr->PrefilterRoughness; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_PrefilterRoughness_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->PrefilterRoughness = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_PrefilterRoughnessDistance_GET(UPlanarReflectionComponent* Ptr) { return Ptr->PrefilterRoughnessDistance; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_PrefilterRoughnessDistance_SET(UPlanarReflectionComponent* Ptr, float Value) { Ptr->PrefilterRoughnessDistance = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_PreviewBox_GET(UPlanarReflectionComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PreviewBox); } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_PreviewBox_SET(UPlanarReflectionComponent* Ptr, UBoxComponent* Value) { Ptr->PreviewBox = Value; } DOTNET_EXPORT auto E_PROP_UPlanarReflectionComponent_ScreenPercentage_GET(UPlanarReflectionComponent* Ptr) { return Ptr->ScreenPercentage; } DOTNET_EXPORT void E_PROP_UPlanarReflectionComponent_ScreenPercentage_SET(UPlanarReflectionComponent* Ptr, int32 Value) { Ptr->ScreenPercentage = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPlanarReflectionComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPlanarReflectionComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPlanarReflectionComponent_GetPlanarReflectionId(UPlanarReflectionComponent* Self) { return Self->GetPlanarReflectionId(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AWorldSettings.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageWorldSettings.h" #include "Runtime/Engine/Classes/GameFramework/WorldSettings.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\WorldSettings.h:395 extern "C" { DOTNET_EXPORT auto E_PROP_AWorldSettings_bEnableAISystem_GET(AWorldSettings* Ptr) { return Ptr->bEnableAISystem; } DOTNET_EXPORT void E_PROP_AWorldSettings_bEnableAISystem_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bEnableAISystem = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bEnableWorldBoundsChecks_GET(AWorldSettings* Ptr) { return Ptr->bEnableWorldBoundsChecks; } DOTNET_EXPORT void E_PROP_AWorldSettings_bEnableWorldBoundsChecks_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bEnableWorldBoundsChecks = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bEnableWorldComposition_GET(AWorldSettings* Ptr) { return Ptr->bEnableWorldComposition; } DOTNET_EXPORT void E_PROP_AWorldSettings_bEnableWorldComposition_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bEnableWorldComposition = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bEnableWorldOriginRebasing_GET(AWorldSettings* Ptr) { return Ptr->bEnableWorldOriginRebasing; } DOTNET_EXPORT void E_PROP_AWorldSettings_bEnableWorldOriginRebasing_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bEnableWorldOriginRebasing = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bForceNoPrecomputedLighting_GET(AWorldSettings* Ptr) { return Ptr->bForceNoPrecomputedLighting; } DOTNET_EXPORT void E_PROP_AWorldSettings_bForceNoPrecomputedLighting_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bForceNoPrecomputedLighting = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bGlobalGravitySet_GET(AWorldSettings* Ptr) { return Ptr->bGlobalGravitySet; } DOTNET_EXPORT void E_PROP_AWorldSettings_bGlobalGravitySet_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bGlobalGravitySet = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bHighPriorityLoading_GET(AWorldSettings* Ptr) { return Ptr->bHighPriorityLoading; } DOTNET_EXPORT void E_PROP_AWorldSettings_bHighPriorityLoading_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bHighPriorityLoading = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bHighPriorityLoadingLocal_GET(AWorldSettings* Ptr) { return Ptr->bHighPriorityLoadingLocal; } DOTNET_EXPORT void E_PROP_AWorldSettings_bHighPriorityLoadingLocal_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bHighPriorityLoadingLocal = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bMinimizeBSPSections_GET(AWorldSettings* Ptr) { return Ptr->bMinimizeBSPSections; } DOTNET_EXPORT void E_PROP_AWorldSettings_bMinimizeBSPSections_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bMinimizeBSPSections = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bOverrideDefaultBroadphaseSettings_GET(AWorldSettings* Ptr) { return Ptr->bOverrideDefaultBroadphaseSettings; } DOTNET_EXPORT void E_PROP_AWorldSettings_bOverrideDefaultBroadphaseSettings_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bOverrideDefaultBroadphaseSettings = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bPlaceCellsOnlyAlongCameraTracks_GET(AWorldSettings* Ptr) { return Ptr->bPlaceCellsOnlyAlongCameraTracks; } DOTNET_EXPORT void E_PROP_AWorldSettings_bPlaceCellsOnlyAlongCameraTracks_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bPlaceCellsOnlyAlongCameraTracks = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bPrecomputeVisibility_GET(AWorldSettings* Ptr) { return Ptr->bPrecomputeVisibility; } DOTNET_EXPORT void E_PROP_AWorldSettings_bPrecomputeVisibility_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bPrecomputeVisibility = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_BroadphaseSettings_GET(AWorldSettings* Ptr) { return (INT_PTR)&(Ptr->BroadphaseSettings); } DOTNET_EXPORT void E_PROP_AWorldSettings_BroadphaseSettings_SET(AWorldSettings* Ptr, INT_PTR Value) { Ptr->BroadphaseSettings = *(FBroadphaseSettings*)Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bUseClientSideLevelStreamingVolumes_GET(AWorldSettings* Ptr) { return Ptr->bUseClientSideLevelStreamingVolumes; } DOTNET_EXPORT void E_PROP_AWorldSettings_bUseClientSideLevelStreamingVolumes_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bUseClientSideLevelStreamingVolumes = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_bWorldGravitySet_GET(AWorldSettings* Ptr) { return Ptr->bWorldGravitySet; } DOTNET_EXPORT void E_PROP_AWorldSettings_bWorldGravitySet_SET(AWorldSettings* Ptr, uint8 Value) { Ptr->bWorldGravitySet = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_DefaultColorScale_GET(AWorldSettings* Ptr) { return (INT_PTR)&(Ptr->DefaultColorScale); } DOTNET_EXPORT void E_PROP_AWorldSettings_DefaultColorScale_SET(AWorldSettings* Ptr, INT_PTR Value) { Ptr->DefaultColorScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_DefaultMaxDistanceFieldOcclusionDistance_GET(AWorldSettings* Ptr) { return Ptr->DefaultMaxDistanceFieldOcclusionDistance; } DOTNET_EXPORT void E_PROP_AWorldSettings_DefaultMaxDistanceFieldOcclusionDistance_SET(AWorldSettings* Ptr, float Value) { Ptr->DefaultMaxDistanceFieldOcclusionDistance = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_DemoPlayTimeDilation_GET(AWorldSettings* Ptr) { return Ptr->DemoPlayTimeDilation; } DOTNET_EXPORT void E_PROP_AWorldSettings_DemoPlayTimeDilation_SET(AWorldSettings* Ptr, float Value) { Ptr->DemoPlayTimeDilation = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_DynamicIndirectShadowsSelfShadowingIntensity_GET(AWorldSettings* Ptr) { return Ptr->DynamicIndirectShadowsSelfShadowingIntensity; } DOTNET_EXPORT void E_PROP_AWorldSettings_DynamicIndirectShadowsSelfShadowingIntensity_SET(AWorldSettings* Ptr, float Value) { Ptr->DynamicIndirectShadowsSelfShadowingIntensity = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_GlobalDistanceFieldViewDistance_GET(AWorldSettings* Ptr) { return Ptr->GlobalDistanceFieldViewDistance; } DOTNET_EXPORT void E_PROP_AWorldSettings_GlobalDistanceFieldViewDistance_SET(AWorldSettings* Ptr, float Value) { Ptr->GlobalDistanceFieldViewDistance = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_GlobalGravityZ_GET(AWorldSettings* Ptr) { return Ptr->GlobalGravityZ; } DOTNET_EXPORT void E_PROP_AWorldSettings_GlobalGravityZ_SET(AWorldSettings* Ptr, float Value) { Ptr->GlobalGravityZ = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_KillZ_GET(AWorldSettings* Ptr) { return Ptr->KillZ; } DOTNET_EXPORT void E_PROP_AWorldSettings_KillZ_SET(AWorldSettings* Ptr, float Value) { Ptr->KillZ = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MatineeTimeDilation_GET(AWorldSettings* Ptr) { return Ptr->MatineeTimeDilation; } DOTNET_EXPORT void E_PROP_AWorldSettings_MatineeTimeDilation_SET(AWorldSettings* Ptr, float Value) { Ptr->MatineeTimeDilation = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MAX_BOOKMARK_NUMBER_GET() { return AWorldSettings::MAX_BOOKMARK_NUMBER; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MaxGlobalTimeDilation_GET(AWorldSettings* Ptr) { return Ptr->MaxGlobalTimeDilation; } DOTNET_EXPORT void E_PROP_AWorldSettings_MaxGlobalTimeDilation_SET(AWorldSettings* Ptr, float Value) { Ptr->MaxGlobalTimeDilation = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MaxUndilatedFrameTime_GET(AWorldSettings* Ptr) { return Ptr->MaxUndilatedFrameTime; } DOTNET_EXPORT void E_PROP_AWorldSettings_MaxUndilatedFrameTime_SET(AWorldSettings* Ptr, float Value) { Ptr->MaxUndilatedFrameTime = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MinGlobalTimeDilation_GET(AWorldSettings* Ptr) { return Ptr->MinGlobalTimeDilation; } DOTNET_EXPORT void E_PROP_AWorldSettings_MinGlobalTimeDilation_SET(AWorldSettings* Ptr, float Value) { Ptr->MinGlobalTimeDilation = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MinUndilatedFrameTime_GET(AWorldSettings* Ptr) { return Ptr->MinUndilatedFrameTime; } DOTNET_EXPORT void E_PROP_AWorldSettings_MinUndilatedFrameTime_SET(AWorldSettings* Ptr, float Value) { Ptr->MinUndilatedFrameTime = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_MonoCullingDistance_GET(AWorldSettings* Ptr) { return Ptr->MonoCullingDistance; } DOTNET_EXPORT void E_PROP_AWorldSettings_MonoCullingDistance_SET(AWorldSettings* Ptr, float Value) { Ptr->MonoCullingDistance = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_PackedLightAndShadowMapTextureSize_GET(AWorldSettings* Ptr) { return Ptr->PackedLightAndShadowMapTextureSize; } DOTNET_EXPORT void E_PROP_AWorldSettings_PackedLightAndShadowMapTextureSize_SET(AWorldSettings* Ptr, int32 Value) { Ptr->PackedLightAndShadowMapTextureSize = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_Pauser_GET(AWorldSettings* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Pauser); } DOTNET_EXPORT void E_PROP_AWorldSettings_Pauser_SET(AWorldSettings* Ptr, APlayerState* Value) { Ptr->Pauser = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_TimeDilation_GET(AWorldSettings* Ptr) { return Ptr->TimeDilation; } DOTNET_EXPORT void E_PROP_AWorldSettings_TimeDilation_SET(AWorldSettings* Ptr, float Value) { Ptr->TimeDilation = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_VisibilityCellSize_GET(AWorldSettings* Ptr) { return Ptr->VisibilityCellSize; } DOTNET_EXPORT void E_PROP_AWorldSettings_VisibilityCellSize_SET(AWorldSettings* Ptr, int32 Value) { Ptr->VisibilityCellSize = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_WorldGravityZ_GET(AWorldSettings* Ptr) { return Ptr->WorldGravityZ; } DOTNET_EXPORT void E_PROP_AWorldSettings_WorldGravityZ_SET(AWorldSettings* Ptr, float Value) { Ptr->WorldGravityZ = Value; } DOTNET_EXPORT auto E_PROP_AWorldSettings_WorldToMeters_GET(AWorldSettings* Ptr) { return Ptr->WorldToMeters; } DOTNET_EXPORT void E_PROP_AWorldSettings_WorldToMeters_SET(AWorldSettings* Ptr, float Value) { Ptr->WorldToMeters = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AWorldSettings(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AWorldSettings>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AWorldSettings_ClearAllBookmarks(AWorldSettings* Self) { Self->ClearAllBookmarks(); } DOTNET_EXPORT auto E_AWorldSettings_CompactBookmarks(AWorldSettings* Self) { Self->CompactBookmarks(); } DOTNET_EXPORT auto E_AWorldSettings_FixupDeltaSeconds(AWorldSettings* Self, float DeltaSeconds, float RealDeltaSeconds) { auto _p0 = DeltaSeconds; auto _p1 = RealDeltaSeconds; return Self->FixupDeltaSeconds(_p0, _p1); } DOTNET_EXPORT auto E_AWorldSettings_GetEffectiveTimeDilation(AWorldSettings* Self) { return Self->GetEffectiveTimeDilation(); } DOTNET_EXPORT auto E_AWorldSettings_GetGravityZ(AWorldSettings* Self) { return Self->GetGravityZ(); } DOTNET_EXPORT auto E_AWorldSettings_GetMaxNumberOfBookmarks(AWorldSettings* Self) { return Self->GetMaxNumberOfBookmarks(); } DOTNET_EXPORT auto E_AWorldSettings_IsNavigationSystemEnabled(AWorldSettings* Self) { return Self->IsNavigationSystemEnabled(); } DOTNET_EXPORT auto E_AWorldSettings_NotifyBeginPlay(AWorldSettings* Self) { Self->NotifyBeginPlay(); } DOTNET_EXPORT auto E_AWorldSettings_NotifyMatchStarted(AWorldSettings* Self) { Self->NotifyMatchStarted(); } DOTNET_EXPORT auto E_AWorldSettings_OnRep_WorldGravityZ(AWorldSettings* Self) { Self->OnRep_WorldGravityZ(); } DOTNET_EXPORT auto E_AWorldSettings_SetTimeDilation(AWorldSettings* Self, float NewTimeDilation) { auto _p0 = NewTimeDilation; return Self->SetTimeDilation(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_NotifyBeginPlay(AWorldSettings* Self) { ((AManageWorldSettings*)Self)->_Supper__NotifyBeginPlay(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_NotifyMatchStarted(AWorldSettings* Self) { ((AManageWorldSettings*)Self)->_Supper__NotifyMatchStarted(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_WorldGravityZ(AWorldSettings* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_WorldGravityZ(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_BeginPlay(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_ClearCrossLevelReferences(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_Destroyed(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_ForceNetRelevant(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_ForceNetUpdate(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_GatherCurrentMovement(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageWorldSettings*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_K2_DestroyActor(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_LifeSpanExpired(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_MarkComponentsAsPendingKill(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_NotifyActorBeginCursorOver(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_NotifyActorEndCursorOver(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_AttachmentReplication(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_Instigator(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_Owner(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_ReplicatedMovement(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnRep_ReplicateMovement(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageWorldSettings*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OutsideWorldBounds(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostActorCreated(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostInitializeComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostNetInit(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostNetReceivePhysicState(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostNetReceiveRole(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostRegisterAllComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostUnregisterAllComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PreInitializeComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PreRegisterAllComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageWorldSettings*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AWorldSettings_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageWorldSettings*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_RegisterAllComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_ReregisterAllComponents(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_RerunConstructionScripts(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_Reset(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_RewindForReplay(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageWorldSettings*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageWorldSettings*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageWorldSettings*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_TearOff(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageWorldSettings*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageWorldSettings*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_TornOff(AActor* Self) { ((AManageWorldSettings*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageWorldSettings*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_BeginDestroy(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_FinishDestroy(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostCDOContruct(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostEditImport(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostInitProperties(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostLoad(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostNetReceive(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostRepNotifies(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageWorldSettings*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PreDestroyFromReplication(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_PreNetReceive(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_ShutdownAfterError(UObject* Self) { ((AManageWorldSettings*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_CreateCluster(UObjectBaseUtility* Self) { ((AManageWorldSettings*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AWorldSettings_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageWorldSettings*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ULocalPlayer.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageLocalPlayer.h" #include "Runtime/Engine/Classes/Engine/LocalPlayer.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\LocalPlayer.h:163 class E_PROTECTED_WRAP_ULocalPlayer : protected ULocalPlayer { public: void GetViewPoint_WRAP(FMinimalViewInfo& OutViewInfo) { GetViewPoint(OutViewInfo); } }; extern "C" { DOTNET_EXPORT auto E_PROP_ULocalPlayer_LastViewLocation_GET(ULocalPlayer* Ptr) { return (INT_PTR)&(Ptr->LastViewLocation); } DOTNET_EXPORT void E_PROP_ULocalPlayer_LastViewLocation_SET(ULocalPlayer* Ptr, INT_PTR Value) { Ptr->LastViewLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_ULocalPlayer_Origin_GET(ULocalPlayer* Ptr) { return (INT_PTR)&(Ptr->Origin); } DOTNET_EXPORT void E_PROP_ULocalPlayer_Origin_SET(ULocalPlayer* Ptr, INT_PTR Value) { Ptr->Origin = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_ULocalPlayer_Size_GET(ULocalPlayer* Ptr) { return (INT_PTR)&(Ptr->Size); } DOTNET_EXPORT void E_PROP_ULocalPlayer_Size_SET(ULocalPlayer* Ptr, INT_PTR Value) { Ptr->Size = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_ULocalPlayer_ViewportClient_GET(ULocalPlayer* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->ViewportClient); } DOTNET_EXPORT void E_PROP_ULocalPlayer_ViewportClient_SET(ULocalPlayer* Ptr, UGameViewportClient* Value) { Ptr->ViewportClient = Value; } DOTNET_EXPORT INT_PTR E_NewObject_ULocalPlayer(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ULocalPlayer>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ULocalPlayer_GetControllerId(ULocalPlayer* Self) { return Self->GetControllerId(); } DOTNET_EXPORT auto E_ULocalPlayer_GetGameLoginOptions(ULocalPlayer* Self) { return ConvertToManage_StringWrapper(Self->GetGameLoginOptions()); } DOTNET_EXPORT auto E_ULocalPlayer_GetNickname(ULocalPlayer* Self) { return ConvertToManage_StringWrapper(Self->GetNickname()); } DOTNET_EXPORT auto E_ULocalPlayer_GetPixelBoundingBox(ULocalPlayer* Self, INT_PTR ActorBox, INT_PTR OutLowerLeft, INT_PTR OutUpperRight, INT_PTR OptionalAllotedSize) { auto& _p0 = *(FBox*)ActorBox; auto& _p1 = *(FVector2D*)OutLowerLeft; auto& _p2 = *(FVector2D*)OutUpperRight; auto _p3 = (FVector2D*)OptionalAllotedSize; return Self->GetPixelBoundingBox(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_ULocalPlayer_GetPixelPoint(ULocalPlayer* Self, INT_PTR InPoint, INT_PTR OutPoint, INT_PTR OptionalAllotedSize) { auto& _p0 = *(FVector*)InPoint; auto& _p1 = *(FVector2D*)OutPoint; auto _p2 = (FVector2D*)OptionalAllotedSize; return Self->GetPixelPoint(_p0, _p1, _p2); } DOTNET_EXPORT auto E_ULocalPlayer_GetViewPoint(ULocalPlayer* Self, INT_PTR OutViewInfo) { auto& _p0 = *(FMinimalViewInfo*)OutViewInfo; ((E_PROTECTED_WRAP_ULocalPlayer*)Self)->GetViewPoint_WRAP(_p0); } DOTNET_EXPORT auto E_ULocalPlayer_InitOnlineSession(ULocalPlayer* Self) { Self->InitOnlineSession(); } DOTNET_EXPORT auto E_ULocalPlayer_IsCachedUniqueNetIdPairedWithControllerId(ULocalPlayer* Self) { return Self->IsCachedUniqueNetIdPairedWithControllerId(); } DOTNET_EXPORT auto E_ULocalPlayer_IsPrimaryPlayer(ULocalPlayer* Self) { return Self->IsPrimaryPlayer(); } DOTNET_EXPORT auto E_ULocalPlayer_PlayerAdded(ULocalPlayer* Self, UGameViewportClient* InViewportClient, int32 InControllerID) { auto _p0 = InViewportClient; auto _p1 = InControllerID; Self->PlayerAdded(_p0, _p1); } DOTNET_EXPORT auto E_ULocalPlayer_PlayerRemoved(ULocalPlayer* Self) { Self->PlayerRemoved(); } DOTNET_EXPORT auto E_ULocalPlayer_SendSplitJoin(ULocalPlayer* Self) { Self->SendSplitJoin(); } DOTNET_EXPORT auto E_ULocalPlayer_SetControllerId(ULocalPlayer* Self, int32 NewControllerId) { auto _p0 = NewControllerId; Self->SetControllerId(_p0); } DOTNET_EXPORT auto E_ULocalPlayer_SpawnPlayActor(ULocalPlayer* Self, char* URL, char* OutError, UWorld* InWorld) { auto _p0 = ConvertFromManage_FString(URL); auto _p1 = ConvertFromManage_FString(OutError); auto _p2 = InWorld; return Self->SpawnPlayActor(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_InitOnlineSession(ULocalPlayer* Self) { ((UManageLocalPlayer*)Self)->_Supper__InitOnlineSession(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PlayerRemoved(ULocalPlayer* Self) { ((UManageLocalPlayer*)Self)->_Supper__PlayerRemoved(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_SendSplitJoin(ULocalPlayer* Self) { ((UManageLocalPlayer*)Self)->_Supper__SendSplitJoin(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_SetControllerId(ULocalPlayer* Self, int32 NewControllerId) { auto _p0 = NewControllerId; ((UManageLocalPlayer*)Self)->_Supper__SetControllerId(_p0); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_BeginDestroy(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_FinishDestroy(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostCDOContruct(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostEditImport(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostInitProperties(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostLoad(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostNetReceive(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostRepNotifies(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageLocalPlayer*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PreDestroyFromReplication(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_PreNetReceive(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_ShutdownAfterError(UObject* Self) { ((UManageLocalPlayer*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_CreateCluster(UObjectBaseUtility* Self) { ((UManageLocalPlayer*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ULocalPlayer_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageLocalPlayer*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCameraModifier_CameraShake.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraModifier_CameraShake.h" #include "Runtime/Engine/Classes/Camera/CameraModifier_CameraShake.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraModifier_CameraShake.h:33 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UCameraModifier_CameraShake(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCameraModifier_CameraShake>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCameraModifier_CameraShake_RemoveAllCameraShakes(UCameraModifier_CameraShake* Self, bool bImmediately) { auto _p0 = bImmediately; Self->RemoveAllCameraShakes(_p0); } DOTNET_EXPORT auto E_UCameraModifier_CameraShake_RemoveCameraShake(UCameraModifier_CameraShake* Self, UCameraShake* ShakeInst, bool bImmediately) { auto _p0 = ShakeInst; auto _p1 = bImmediately; Self->RemoveCameraShake(_p0, _p1); } DOTNET_EXPORT auto E_UCameraModifier_CameraShake_SaveShakeInExpiredPool(UCameraModifier_CameraShake* Self, UCameraShake* ShakeInst) { auto _p0 = ShakeInst; Self->SaveShakeInExpiredPool(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_RemoveAllCameraShakes(UCameraModifier_CameraShake* Self, bool bImmediately) { auto _p0 = bImmediately; ((UManageCameraModifier_CameraShake*)Self)->_Supper__RemoveAllCameraShakes(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_DisableModifier(UCameraModifier* Self, bool bImmediate) { auto _p0 = bImmediate; ((UManageCameraModifier_CameraShake*)Self)->_Supper__DisableModifier(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_EnableModifier(UCameraModifier* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__EnableModifier(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_ToggleModifier(UCameraModifier* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__ToggleModifier(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_UpdateAlpha(UCameraModifier* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageCameraModifier_CameraShake*)Self)->_Supper__UpdateAlpha(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_BeginDestroy(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_FinishDestroy(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostCDOContruct(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostEditImport(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostInitProperties(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostLoad(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostNetReceive(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostRepNotifies(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCameraModifier_CameraShake*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PreDestroyFromReplication(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_PreNetReceive(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_ShutdownAfterError(UObject* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_CreateCluster(UObjectBaseUtility* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CameraShake_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCameraModifier_CameraShake*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UEngine.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Engine/Engine.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\Engine.h:637 extern "C" { DOTNET_EXPORT auto E_PROP_UEngine_bIsInitialized_GET(UEngine* Ptr) { return Ptr->bIsInitialized; } DOTNET_EXPORT void E_PROP_UEngine_bIsInitialized_SET(UEngine* Ptr, bool Value) { Ptr->bIsInitialized = Value; } DOTNET_EXPORT auto E_PROP_UEngine_BSPSelectionHighlightIntensity_GET(UEngine* Ptr) { return Ptr->BSPSelectionHighlightIntensity; } DOTNET_EXPORT void E_PROP_UEngine_BSPSelectionHighlightIntensity_SET(UEngine* Ptr, float Value) { Ptr->BSPSelectionHighlightIntensity = Value; } DOTNET_EXPORT auto E_PROP_UEngine_CameraRotationThreshold_GET(UEngine* Ptr) { return Ptr->CameraRotationThreshold; } DOTNET_EXPORT void E_PROP_UEngine_CameraRotationThreshold_SET(UEngine* Ptr, float Value) { Ptr->CameraRotationThreshold = Value; } DOTNET_EXPORT auto E_PROP_UEngine_CameraTranslationThreshold_GET(UEngine* Ptr) { return Ptr->CameraTranslationThreshold; } DOTNET_EXPORT void E_PROP_UEngine_CameraTranslationThreshold_SET(UEngine* Ptr, float Value) { Ptr->CameraTranslationThreshold = Value; } DOTNET_EXPORT auto E_PROP_UEngine_ClientCycles_GET(UEngine* Ptr) { return Ptr->ClientCycles; } DOTNET_EXPORT void E_PROP_UEngine_ClientCycles_SET(UEngine* Ptr, int32 Value) { Ptr->ClientCycles = Value; } DOTNET_EXPORT auto E_PROP_UEngine_DisplayGamma_GET(UEngine* Ptr) { return Ptr->DisplayGamma; } DOTNET_EXPORT void E_PROP_UEngine_DisplayGamma_SET(UEngine* Ptr, float Value) { Ptr->DisplayGamma = Value; } DOTNET_EXPORT auto E_PROP_UEngine_FixedFrameRate_GET(UEngine* Ptr) { return Ptr->FixedFrameRate; } DOTNET_EXPORT void E_PROP_UEngine_FixedFrameRate_SET(UEngine* Ptr, float Value) { Ptr->FixedFrameRate = Value; } DOTNET_EXPORT auto E_PROP_UEngine_GameCycles_GET(UEngine* Ptr) { return Ptr->GameCycles; } DOTNET_EXPORT void E_PROP_UEngine_GameCycles_SET(UEngine* Ptr, int32 Value) { Ptr->GameCycles = Value; } DOTNET_EXPORT auto E_PROP_UEngine_GameSingleton_GET(UEngine* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameSingleton); } DOTNET_EXPORT void E_PROP_UEngine_GameSingleton_SET(UEngine* Ptr, UObject* Value) { Ptr->GameSingleton = Value; } DOTNET_EXPORT auto E_PROP_UEngine_GameUserSettings_GET(UEngine* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameUserSettings); } DOTNET_EXPORT void E_PROP_UEngine_GameUserSettings_SET(UEngine* Ptr, UGameUserSettings* Value) { Ptr->GameUserSettings = Value; } DOTNET_EXPORT auto E_PROP_UEngine_GameViewport_GET(UEngine* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameViewport); } DOTNET_EXPORT void E_PROP_UEngine_GameViewport_SET(UEngine* Ptr, UGameViewportClient* Value) { Ptr->GameViewport = Value; } DOTNET_EXPORT auto E_PROP_UEngine_IdealLightMapDensity_GET(UEngine* Ptr) { return Ptr->IdealLightMapDensity; } DOTNET_EXPORT void E_PROP_UEngine_IdealLightMapDensity_SET(UEngine* Ptr, float Value) { Ptr->IdealLightMapDensity = Value; } DOTNET_EXPORT auto E_PROP_UEngine_LevelColorationLitMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->LevelColorationLitMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_LevelColorationLitMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->LevelColorationLitMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_LevelColorationUnlitMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->LevelColorationUnlitMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_LevelColorationUnlitMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->LevelColorationUnlitMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_LightingOnlyBrightness_GET(UEngine* Ptr) { return (INT_PTR)&(Ptr->LightingOnlyBrightness); } DOTNET_EXPORT void E_PROP_UEngine_LightingOnlyBrightness_SET(UEngine* Ptr, INT_PTR Value) { Ptr->LightingOnlyBrightness = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UEngine_LightingTexelDensityName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->LightingTexelDensityName); } DOTNET_EXPORT void E_PROP_UEngine_LightingTexelDensityName_SET(UEngine* Ptr, char* Value) { Ptr->LightingTexelDensityName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_LightMapDensitySelectedColor_GET(UEngine* Ptr) { return (INT_PTR)&(Ptr->LightMapDensitySelectedColor); } DOTNET_EXPORT void E_PROP_UEngine_LightMapDensitySelectedColor_SET(UEngine* Ptr, INT_PTR Value) { Ptr->LightMapDensitySelectedColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UEngine_LightMapDensityVertexMappedColor_GET(UEngine* Ptr) { return (INT_PTR)&(Ptr->LightMapDensityVertexMappedColor); } DOTNET_EXPORT void E_PROP_UEngine_LightMapDensityVertexMappedColor_SET(UEngine* Ptr, INT_PTR Value) { Ptr->LightMapDensityVertexMappedColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxES2PixelShaderAdditiveComplexityCount_GET(UEngine* Ptr) { return Ptr->MaxES2PixelShaderAdditiveComplexityCount; } DOTNET_EXPORT void E_PROP_UEngine_MaxES2PixelShaderAdditiveComplexityCount_SET(UEngine* Ptr, float Value) { Ptr->MaxES2PixelShaderAdditiveComplexityCount = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxES3PixelShaderAdditiveComplexityCount_GET(UEngine* Ptr) { return Ptr->MaxES3PixelShaderAdditiveComplexityCount; } DOTNET_EXPORT void E_PROP_UEngine_MaxES3PixelShaderAdditiveComplexityCount_SET(UEngine* Ptr, float Value) { Ptr->MaxES3PixelShaderAdditiveComplexityCount = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaximumLoopIterationCount_GET(UEngine* Ptr) { return Ptr->MaximumLoopIterationCount; } DOTNET_EXPORT void E_PROP_UEngine_MaximumLoopIterationCount_SET(UEngine* Ptr, int32 Value) { Ptr->MaximumLoopIterationCount = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxLightMapDensity_GET(UEngine* Ptr) { return Ptr->MaxLightMapDensity; } DOTNET_EXPORT void E_PROP_UEngine_MaxLightMapDensity_SET(UEngine* Ptr, float Value) { Ptr->MaxLightMapDensity = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxOcclusionPixelsFraction_GET(UEngine* Ptr) { return Ptr->MaxOcclusionPixelsFraction; } DOTNET_EXPORT void E_PROP_UEngine_MaxOcclusionPixelsFraction_SET(UEngine* Ptr, float Value) { Ptr->MaxOcclusionPixelsFraction = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxParticleResize_GET(UEngine* Ptr) { return Ptr->MaxParticleResize; } DOTNET_EXPORT void E_PROP_UEngine_MaxParticleResize_SET(UEngine* Ptr, int32 Value) { Ptr->MaxParticleResize = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxParticleResizeWarn_GET(UEngine* Ptr) { return Ptr->MaxParticleResizeWarn; } DOTNET_EXPORT void E_PROP_UEngine_MaxParticleResizeWarn_SET(UEngine* Ptr, int32 Value) { Ptr->MaxParticleResizeWarn = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MaxPixelShaderAdditiveComplexityCount_GET(UEngine* Ptr) { return Ptr->MaxPixelShaderAdditiveComplexityCount; } DOTNET_EXPORT void E_PROP_UEngine_MaxPixelShaderAdditiveComplexityCount_SET(UEngine* Ptr, float Value) { Ptr->MaxPixelShaderAdditiveComplexityCount = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MeshLODRange_GET(UEngine* Ptr) { return Ptr->MeshLODRange; } DOTNET_EXPORT void E_PROP_UEngine_MeshLODRange_SET(UEngine* Ptr, float Value) { Ptr->MeshLODRange = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MinDesiredFrameRate_GET(UEngine* Ptr) { return Ptr->MinDesiredFrameRate; } DOTNET_EXPORT void E_PROP_UEngine_MinDesiredFrameRate_SET(UEngine* Ptr, float Value) { Ptr->MinDesiredFrameRate = Value; } DOTNET_EXPORT auto E_PROP_UEngine_MinLightMapDensity_GET(UEngine* Ptr) { return Ptr->MinLightMapDensity; } DOTNET_EXPORT void E_PROP_UEngine_MinLightMapDensity_SET(UEngine* Ptr, float Value) { Ptr->MinLightMapDensity = Value; } DOTNET_EXPORT auto E_PROP_UEngine_NearClipPlane_GET(UEngine* Ptr) { return Ptr->NearClipPlane; } DOTNET_EXPORT void E_PROP_UEngine_NearClipPlane_SET(UEngine* Ptr, float Value) { Ptr->NearClipPlane = Value; } DOTNET_EXPORT auto E_PROP_UEngine_NetClientTicksPerSecond_GET(UEngine* Ptr) { return Ptr->NetClientTicksPerSecond; } DOTNET_EXPORT void E_PROP_UEngine_NetClientTicksPerSecond_SET(UEngine* Ptr, float Value) { Ptr->NetClientTicksPerSecond = Value; } DOTNET_EXPORT auto E_PROP_UEngine_NumPawnsAllowedToBeSpawnedInAFrame_GET(UEngine* Ptr) { return Ptr->NumPawnsAllowedToBeSpawnedInAFrame; } DOTNET_EXPORT void E_PROP_UEngine_NumPawnsAllowedToBeSpawnedInAFrame_SET(UEngine* Ptr, int32 Value) { Ptr->NumPawnsAllowedToBeSpawnedInAFrame = Value; } DOTNET_EXPORT auto E_PROP_UEngine_ParticleEventManagerClassPath_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->ParticleEventManagerClassPath); } DOTNET_EXPORT void E_PROP_UEngine_ParticleEventManagerClassPath_SET(UEngine* Ptr, char* Value) { Ptr->ParticleEventManagerClassPath = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_PrimitiveProbablyVisibleTime_GET(UEngine* Ptr) { return Ptr->PrimitiveProbablyVisibleTime; } DOTNET_EXPORT void E_PROP_UEngine_PrimitiveProbablyVisibleTime_SET(UEngine* Ptr, float Value) { Ptr->PrimitiveProbablyVisibleTime = Value; } DOTNET_EXPORT auto E_PROP_UEngine_RenderLightMapDensityColorScale_GET(UEngine* Ptr) { return Ptr->RenderLightMapDensityColorScale; } DOTNET_EXPORT void E_PROP_UEngine_RenderLightMapDensityColorScale_SET(UEngine* Ptr, float Value) { Ptr->RenderLightMapDensityColorScale = Value; } DOTNET_EXPORT auto E_PROP_UEngine_RenderLightMapDensityGrayscaleScale_GET(UEngine* Ptr) { return Ptr->RenderLightMapDensityGrayscaleScale; } DOTNET_EXPORT void E_PROP_UEngine_RenderLightMapDensityGrayscaleScale_SET(UEngine* Ptr, float Value) { Ptr->RenderLightMapDensityGrayscaleScale = Value; } DOTNET_EXPORT auto E_PROP_UEngine_SelectionHighlightIntensity_GET(UEngine* Ptr) { return Ptr->SelectionHighlightIntensity; } DOTNET_EXPORT void E_PROP_UEngine_SelectionHighlightIntensity_SET(UEngine* Ptr, float Value) { Ptr->SelectionHighlightIntensity = Value; } DOTNET_EXPORT auto E_PROP_UEngine_SelectionHighlightIntensityBillboards_GET(UEngine* Ptr) { return Ptr->SelectionHighlightIntensityBillboards; } DOTNET_EXPORT void E_PROP_UEngine_SelectionHighlightIntensityBillboards_SET(UEngine* Ptr, float Value) { Ptr->SelectionHighlightIntensityBillboards = Value; } DOTNET_EXPORT auto E_PROP_UEngine_ShadedLevelColorationLitMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->ShadedLevelColorationLitMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_ShadedLevelColorationLitMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->ShadedLevelColorationLitMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_ShadedLevelColorationUnlitMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->ShadedLevelColorationUnlitMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_ShadedLevelColorationUnlitMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->ShadedLevelColorationUnlitMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_StreamingDistanceFactor_GET(UEngine* Ptr) { return Ptr->StreamingDistanceFactor; } DOTNET_EXPORT void E_PROP_UEngine_StreamingDistanceFactor_SET(UEngine* Ptr, float Value) { Ptr->StreamingDistanceFactor = Value; } DOTNET_EXPORT auto E_PROP_UEngine_TickCycles_GET(UEngine* Ptr) { return Ptr->TickCycles; } DOTNET_EXPORT void E_PROP_UEngine_TickCycles_SET(UEngine* Ptr, int32 Value) { Ptr->TickCycles = Value; } DOTNET_EXPORT auto E_PROP_UEngine_TransitionDescription_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->TransitionDescription); } DOTNET_EXPORT void E_PROP_UEngine_TransitionDescription_SET(UEngine* Ptr, char* Value) { Ptr->TransitionDescription = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_TransitionGameMode_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->TransitionGameMode); } DOTNET_EXPORT void E_PROP_UEngine_TransitionGameMode_SET(UEngine* Ptr, char* Value) { Ptr->TransitionGameMode = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorViewModeMaterialName_AlphaAsColor_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorViewModeMaterialName_AlphaAsColor); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorViewModeMaterialName_AlphaAsColor_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorViewModeMaterialName_AlphaAsColor = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorViewModeMaterialName_BlueOnly_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorViewModeMaterialName_BlueOnly); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorViewModeMaterialName_BlueOnly_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorViewModeMaterialName_BlueOnly = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorViewModeMaterialName_ColorOnly_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorViewModeMaterialName_ColorOnly); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorViewModeMaterialName_ColorOnly_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorViewModeMaterialName_ColorOnly = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorViewModeMaterialName_GreenOnly_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorViewModeMaterialName_GreenOnly); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorViewModeMaterialName_GreenOnly_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorViewModeMaterialName_GreenOnly = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_VertexColorViewModeMaterialName_RedOnly_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->VertexColorViewModeMaterialName_RedOnly); } DOTNET_EXPORT void E_PROP_UEngine_VertexColorViewModeMaterialName_RedOnly_SET(UEngine* Ptr, char* Value) { Ptr->VertexColorViewModeMaterialName_RedOnly = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngine_WireframeMaterialName_GET(UEngine* Ptr) { return ConvertToManage_StringWrapper(Ptr->WireframeMaterialName); } DOTNET_EXPORT void E_PROP_UEngine_WireframeMaterialName_SET(UEngine* Ptr, char* Value) { Ptr->WireframeMaterialName = ConvertFromManage_FString(Value); } DOTNET_EXPORT INT_PTR E_NewObject_UEngine(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UEngine>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UEngine_GetDynamicResolutionCurrentStateInfos(UEngine* Self, INT_PTR OutInfos) { auto& _p0 = *(FDynamicResolutionStateInfos*)OutInfos; Self->GetDynamicResolutionCurrentStateInfos(_p0); } DOTNET_EXPORT auto E_UEngine_GetDynamicResolutionUserSetting(UEngine* Self) { return Self->GetDynamicResolutionUserSetting(); } DOTNET_EXPORT auto E_UEngine_GetHoveredMaterialColor(UEngine* Self) { return (INT_PTR) const_cast<FLinearColor*>(&(Self->GetHoveredMaterialColor())); } DOTNET_EXPORT auto E_UEngine_GetSelectedMaterialColor(UEngine* Self) { return (INT_PTR) const_cast<FLinearColor*>(&(Self->GetSelectedMaterialColor())); } DOTNET_EXPORT auto E_UEngine_GetSelectionOutlineColor(UEngine* Self) { return (INT_PTR) const_cast<FLinearColor*>(&(Self->GetSelectionOutlineColor())); } DOTNET_EXPORT auto E_UEngine_GetSubduedSelectionOutlineColor(UEngine* Self) { return (INT_PTR) const_cast<FLinearColor*>(&(Self->GetSubduedSelectionOutlineColor())); } DOTNET_EXPORT auto E_UEngine_IsInitialized(UEngine* Self) { return Self->IsInitialized(); } DOTNET_EXPORT auto E_UEngine_OverrideSelectedMaterialColor(UEngine* Self, INT_PTR OverrideColor) { auto& _p0 = *(FLinearColor*)OverrideColor; Self->OverrideSelectedMaterialColor(_p0); } DOTNET_EXPORT auto E_UEngine_ParseCommandline(UEngine* Self) { Self->ParseCommandline(); } DOTNET_EXPORT auto E_UEngine_PauseDynamicResolution(UEngine* Self) { Self->PauseDynamicResolution(); } DOTNET_EXPORT auto E_UEngine_PreExit(UEngine* Self) { Self->PreExit(); } DOTNET_EXPORT auto E_UEngine_RestoreSelectedMaterialColor(UEngine* Self) { Self->RestoreSelectedMaterialColor(); } DOTNET_EXPORT auto E_UEngine_ResumeDynamicResolution(UEngine* Self) { Self->ResumeDynamicResolution(); } DOTNET_EXPORT auto E_UEngine_SetDynamicResolutionUserSetting(UEngine* Self, bool Enable) { auto _p0 = Enable; Self->SetDynamicResolutionUserSetting(_p0); } DOTNET_EXPORT auto E_UEngine_SetSelectedMaterialColor(UEngine* Self, INT_PTR InSelectedMaterialColor) { auto& _p0 = *(FLinearColor*)InSelectedMaterialColor; Self->SetSelectedMaterialColor(_p0); } DOTNET_EXPORT auto E_UEngine_SetSelectionOutlineColor(UEngine* Self, INT_PTR InSelectionOutlineColor) { auto& _p0 = *(FLinearColor*)InSelectionOutlineColor; Self->SetSelectionOutlineColor(_p0); } DOTNET_EXPORT auto E_UEngine_SetSubduedSelectionOutlineColor(UEngine* Self, INT_PTR InSubduedSelectionOutlineColor) { auto& _p0 = *(FLinearColor*)InSubduedSelectionOutlineColor; Self->SetSubduedSelectionOutlineColor(_p0); } DOTNET_EXPORT auto E_UEngine_ShutdownAudioDeviceManager(UEngine* Self) { Self->ShutdownAudioDeviceManager(); } DOTNET_EXPORT auto E_UEngine_ShutdownHMD(UEngine* Self) { Self->ShutdownHMD(); } DOTNET_EXPORT auto E_UEngine_Start(UEngine* Self) { Self->Start(); } DOTNET_EXPORT auto E_UEngine_Tick(UEngine* Self, float DeltaSeconds, bool bIdleMode) { auto _p0 = DeltaSeconds; auto _p1 = bIdleMode; Self->Tick(_p0, _p1); } DOTNET_EXPORT auto E_UEngine_WorldAdded(UEngine* Self, UWorld* World) { auto _p0 = World; Self->WorldAdded(_p0); } DOTNET_EXPORT auto E_UEngine_WorldDestroyed(UEngine* Self, UWorld* InWorld) { auto _p0 = InWorld; Self->WorldDestroyed(_p0); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USkyLightComponent.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSkyLightComponent.h" #include "Runtime/Engine/Classes/Components/SkyLightComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SkyLightComponent.h:96 class E_PROTECTED_WRAP_USkyLightComponent : protected USkyLightComponent { public: void UpdateLimitedRenderingStateFast_WRAP() { UpdateLimitedRenderingStateFast(); } void UpdateOcclusionRenderingStateFast_WRAP() { UpdateOcclusionRenderingStateFast(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_USkyLightComponent_bCaptureEmissiveOnly_GET(USkyLightComponent* Ptr) { return Ptr->bCaptureEmissiveOnly; } DOTNET_EXPORT void E_PROP_USkyLightComponent_bCaptureEmissiveOnly_SET(USkyLightComponent* Ptr, bool Value) { Ptr->bCaptureEmissiveOnly = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_bLowerHemisphereIsBlack_GET(USkyLightComponent* Ptr) { return Ptr->bLowerHemisphereIsBlack; } DOTNET_EXPORT void E_PROP_USkyLightComponent_bLowerHemisphereIsBlack_SET(USkyLightComponent* Ptr, bool Value) { Ptr->bLowerHemisphereIsBlack = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_Contrast_GET(USkyLightComponent* Ptr) { return Ptr->Contrast; } DOTNET_EXPORT void E_PROP_USkyLightComponent_Contrast_SET(USkyLightComponent* Ptr, float Value) { Ptr->Contrast = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_CubemapResolution_GET(USkyLightComponent* Ptr) { return Ptr->CubemapResolution; } DOTNET_EXPORT void E_PROP_USkyLightComponent_CubemapResolution_SET(USkyLightComponent* Ptr, int32 Value) { Ptr->CubemapResolution = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_LowerHemisphereColor_GET(USkyLightComponent* Ptr) { return (INT_PTR)&(Ptr->LowerHemisphereColor); } DOTNET_EXPORT void E_PROP_USkyLightComponent_LowerHemisphereColor_SET(USkyLightComponent* Ptr, INT_PTR Value) { Ptr->LowerHemisphereColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_MinOcclusion_GET(USkyLightComponent* Ptr) { return Ptr->MinOcclusion; } DOTNET_EXPORT void E_PROP_USkyLightComponent_MinOcclusion_SET(USkyLightComponent* Ptr, float Value) { Ptr->MinOcclusion = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_OcclusionExponent_GET(USkyLightComponent* Ptr) { return Ptr->OcclusionExponent; } DOTNET_EXPORT void E_PROP_USkyLightComponent_OcclusionExponent_SET(USkyLightComponent* Ptr, float Value) { Ptr->OcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_OcclusionMaxDistance_GET(USkyLightComponent* Ptr) { return Ptr->OcclusionMaxDistance; } DOTNET_EXPORT void E_PROP_USkyLightComponent_OcclusionMaxDistance_SET(USkyLightComponent* Ptr, float Value) { Ptr->OcclusionMaxDistance = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_SkyDistanceThreshold_GET(USkyLightComponent* Ptr) { return Ptr->SkyDistanceThreshold; } DOTNET_EXPORT void E_PROP_USkyLightComponent_SkyDistanceThreshold_SET(USkyLightComponent* Ptr, float Value) { Ptr->SkyDistanceThreshold = Value; } DOTNET_EXPORT auto E_PROP_USkyLightComponent_SourceCubemapAngle_GET(USkyLightComponent* Ptr) { return Ptr->SourceCubemapAngle; } DOTNET_EXPORT void E_PROP_USkyLightComponent_SourceCubemapAngle_SET(USkyLightComponent* Ptr, float Value) { Ptr->SourceCubemapAngle = Value; } DOTNET_EXPORT INT_PTR E_NewObject_USkyLightComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USkyLightComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USkyLightComponent_IsOcclusionSupported(USkyLightComponent* Self) { return Self->IsOcclusionSupported(); } DOTNET_EXPORT auto E_USkyLightComponent_RecaptureSky(USkyLightComponent* Self) { Self->RecaptureSky(); } DOTNET_EXPORT auto E_USkyLightComponent_SanitizeCubemapSize(USkyLightComponent* Self) { Self->SanitizeCubemapSize(); } DOTNET_EXPORT auto E_USkyLightComponent_SetBlendDestinationCaptureIsDirty(USkyLightComponent* Self) { Self->SetBlendDestinationCaptureIsDirty(); } DOTNET_EXPORT auto E_USkyLightComponent_SetCaptureIsDirty(USkyLightComponent* Self) { Self->SetCaptureIsDirty(); } DOTNET_EXPORT auto E_USkyLightComponent_SetIndirectLightingIntensity(USkyLightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetIndirectLightingIntensity(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetIntensity(USkyLightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetIntensity(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetLightColor(USkyLightComponent* Self, INT_PTR NewLightColor) { auto _p0 = *(FLinearColor*)NewLightColor; Self->SetLightColor(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetLowerHemisphereColor(USkyLightComponent* Self, INT_PTR InLowerHemisphereColor) { auto& _p0 = *(FLinearColor*)InLowerHemisphereColor; Self->SetLowerHemisphereColor(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetMinOcclusion(USkyLightComponent* Self, float InMinOcclusion) { auto _p0 = InMinOcclusion; Self->SetMinOcclusion(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetOcclusionContrast(USkyLightComponent* Self, float InOcclusionContrast) { auto _p0 = InOcclusionContrast; Self->SetOcclusionContrast(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetOcclusionExponent(USkyLightComponent* Self, float InOcclusionExponent) { auto _p0 = InOcclusionExponent; Self->SetOcclusionExponent(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_SetVolumetricScatteringIntensity(USkyLightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetVolumetricScatteringIntensity(_p0); } DOTNET_EXPORT auto E_USkyLightComponent_UpdateLimitedRenderingStateFast(USkyLightComponent* Self) { ((E_PROTECTED_WRAP_USkyLightComponent*)Self)->UpdateLimitedRenderingStateFast_WRAP(); } DOTNET_EXPORT auto E_USkyLightComponent_UpdateOcclusionRenderingStateFast(USkyLightComponent* Self) { ((E_PROTECTED_WRAP_USkyLightComponent*)Self)->UpdateOcclusionRenderingStateFast_WRAP(); } DOTNET_EXPORT auto E_USkyLightComponent_UpdateSkyCaptureContents(USkyLightComponent* Self, UWorld* WorldToUpdate) { auto _p0 = WorldToUpdate; Self->UpdateSkyCaptureContents(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_UpdateLightGUIDs(ULightComponentBase* Self) { ((UManageSkyLightComponent*)Self)->_Supper__UpdateLightGUIDs(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSkyLightComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_UpdateBounds(USceneComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSkyLightComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSkyLightComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_BeginPlay(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_Deactivate(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSkyLightComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_InitializeComponent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSkyLightComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnComponentCreated(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSkyLightComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnRegister(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnUnregister(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSkyLightComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSkyLightComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSkyLightComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSkyLightComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSkyLightComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_ToggleActive(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_UninitializeComponent(UActorComponent* Self) { ((UManageSkyLightComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_BeginDestroy(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_FinishDestroy(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostCDOContruct(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostEditImport(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostInitProperties(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostLoad(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostNetReceive(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostRepNotifies(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSkyLightComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PreDestroyFromReplication(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_PreNetReceive(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_ShutdownAfterError(UObject* Self) { ((UManageSkyLightComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageSkyLightComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USkyLightComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSkyLightComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Manage/ManagePoseableMeshComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreShell.h" #include "ManageObject.h" #include "TypeConvertor.h" #include "Runtime/Engine/Classes/Components/PoseableMeshComponent.h" #include "ManagePoseableMeshComponent.generated.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PoseableMeshComponent.h:17 UCLASS() class UNREALDOTNETRUNTIME_API UManagePoseableMeshComponent : public UPoseableMeshComponent, public IManageObject { GENERATED_BODY() public: bool bIsManageAttach = false; bool AddWrapperIfNotAttach() override; void SetManageType(const FDotnetTypeName& ManageType) override; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "C#") FDotnetTypeName ManageClassName; virtual void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups) override; virtual void SetTextureForceResidentFlag(bool bForceMiplevelsToBeResident) override; virtual void OnComponentCollisionSettingsChanged() override; virtual void PutAllRigidBodiesToSleep() override; virtual void SetAllMassScale(float InMassScale) override; virtual void SetAllUseCCD(bool InUseCCD) override; virtual void SetAngularDamping(float InDamping) override; virtual void SetEnableGravity(bool bGravityEnabled) override; virtual void SetLinearDamping(float InDamping) override; virtual void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision) override; virtual void SetSimulatePhysics(bool bSimulate) override; virtual void UnWeldChildren() override; virtual void UnWeldFromParent() override; virtual void UpdatePhysicsToRBChannels() override; virtual void WakeAllRigidBodies() override; virtual void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify) override; virtual void OnAttachmentChanged() override; virtual void OnHiddenInGameChanged() override; virtual void OnVisibilityChanged() override; virtual void PropagateLightingScenarioChange() override; virtual void UpdateBounds() override; virtual void UpdatePhysicsVolume(bool bTriggerNotifiers) override; virtual void Activate(bool bReset) override; virtual void BeginPlay() override; virtual void CreateRenderState_Concurrent() override; virtual void Deactivate() override; virtual void DestroyComponent(bool bPromoteChildren) override; virtual void DestroyRenderState_Concurrent() override; virtual void InitializeComponent() override; virtual void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) override; virtual void OnActorEnableCollisionChanged() override; virtual void OnComponentCreated() override; virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override; virtual void OnCreatePhysicsState() override; virtual void OnDestroyPhysicsState() override; virtual void OnRegister() override; virtual void OnRep_IsActive() override; virtual void OnUnregister() override; virtual void RegisterComponentTickFunctions(bool bRegister) override; virtual void SendRenderDynamicData_Concurrent() override; virtual void SendRenderTransform_Concurrent() override; virtual void SetActive(bool bNewActive, bool bReset) override; virtual void SetAutoActivate(bool bNewAutoActivate) override; virtual void SetComponentTickEnabled(bool bEnabled) override; virtual void SetComponentTickEnabledAsync(bool bEnabled) override; virtual void ToggleActive() override; virtual void UninitializeComponent() override; virtual void BeginDestroy() override; virtual void FinishDestroy() override; virtual void MarkAsEditorOnlySubobject() override; virtual void PostCDOContruct() override; virtual void PostEditImport() override; virtual void PostInitProperties() override; virtual void PostLoad() override; virtual void PostNetReceive() override; virtual void PostRepNotifies() override; virtual void PostSaveRoot(bool bCleanupIsRequired) override; virtual void PreDestroyFromReplication() override; virtual void PreNetReceive() override; virtual void ShutdownAfterError() override; virtual void CreateCluster() override; virtual void OnClusterMarkedAsPendingKill() override; void _Supper__PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups); void _Supper__SetTextureForceResidentFlag(bool bForceMiplevelsToBeResident); void _Supper__OnComponentCollisionSettingsChanged(); void _Supper__PutAllRigidBodiesToSleep(); void _Supper__SetAllMassScale(float InMassScale); void _Supper__SetAllUseCCD(bool InUseCCD); void _Supper__SetAngularDamping(float InDamping); void _Supper__SetEnableGravity(bool bGravityEnabled); void _Supper__SetLinearDamping(float InDamping); void _Supper__SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision); void _Supper__SetSimulatePhysics(bool bSimulate); void _Supper__UnWeldChildren(); void _Supper__UnWeldFromParent(); void _Supper__UpdatePhysicsToRBChannels(); void _Supper__WakeAllRigidBodies(); void _Supper__DetachFromParent(bool bMaintainWorldPosition, bool bCallModify); void _Supper__OnAttachmentChanged(); void _Supper__OnHiddenInGameChanged(); void _Supper__OnVisibilityChanged(); void _Supper__PropagateLightingScenarioChange(); void _Supper__UpdateBounds(); void _Supper__UpdatePhysicsVolume(bool bTriggerNotifiers); void _Supper__Activate(bool bReset); void _Supper__BeginPlay(); void _Supper__CreateRenderState_Concurrent(); void _Supper__Deactivate(); void _Supper__DestroyComponent(bool bPromoteChildren); void _Supper__DestroyRenderState_Concurrent(); void _Supper__InitializeComponent(); void _Supper__InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly); void _Supper__OnActorEnableCollisionChanged(); void _Supper__OnComponentCreated(); void _Supper__OnComponentDestroyed(bool bDestroyingHierarchy); void _Supper__OnCreatePhysicsState(); void _Supper__OnDestroyPhysicsState(); void _Supper__OnRegister(); void _Supper__OnRep_IsActive(); void _Supper__OnUnregister(); void _Supper__RegisterComponentTickFunctions(bool bRegister); void _Supper__SendRenderDynamicData_Concurrent(); void _Supper__SendRenderTransform_Concurrent(); void _Supper__SetActive(bool bNewActive, bool bReset); void _Supper__SetAutoActivate(bool bNewAutoActivate); void _Supper__SetComponentTickEnabled(bool bEnabled); void _Supper__SetComponentTickEnabledAsync(bool bEnabled); void _Supper__ToggleActive(); void _Supper__UninitializeComponent(); void _Supper__BeginDestroy(); void _Supper__FinishDestroy(); void _Supper__MarkAsEditorOnlySubobject(); void _Supper__PostCDOContruct(); void _Supper__PostEditImport(); void _Supper__PostInitProperties(); void _Supper__PostLoad(); void _Supper__PostNetReceive(); void _Supper__PostRepNotifies(); void _Supper__PostSaveRoot(bool bCleanupIsRequired); void _Supper__PreDestroyFromReplication(); void _Supper__PreNetReceive(); void _Supper__ShutdownAfterError(); void _Supper__CreateCluster(); void _Supper__OnClusterMarkedAsPendingKill(); }; PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USpringArmComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSpringArmComponent.h" #include "Runtime/Engine/Classes/GameFramework/SpringArmComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\SpringArmComponent.h:19 class E_PROTECTED_WRAP_USpringArmComponent : protected USpringArmComponent { public: FVector BlendLocations_WRAP(const FVector& DesiredArmLocation, const FVector& TraceHitLocation, bool bHitSomething, float DeltaTime) { return BlendLocations(DesiredArmLocation, TraceHitLocation, bHitSomething, DeltaTime); } void UpdateDesiredArmLocation_WRAP(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime) { UpdateDesiredArmLocation(bDoTrace, bDoLocationLag, bDoRotationLag, DeltaTime); } }; extern "C" { DOTNET_EXPORT auto E_PROP_USpringArmComponent_bIsCameraFixed_GET(USpringArmComponent* Ptr) { return Ptr->bIsCameraFixed; } DOTNET_EXPORT void E_PROP_USpringArmComponent_bIsCameraFixed_SET(USpringArmComponent* Ptr, bool Value) { Ptr->bIsCameraFixed = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_CameraLagMaxDistance_GET(USpringArmComponent* Ptr) { return Ptr->CameraLagMaxDistance; } DOTNET_EXPORT void E_PROP_USpringArmComponent_CameraLagMaxDistance_SET(USpringArmComponent* Ptr, float Value) { Ptr->CameraLagMaxDistance = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_CameraLagMaxTimeStep_GET(USpringArmComponent* Ptr) { return Ptr->CameraLagMaxTimeStep; } DOTNET_EXPORT void E_PROP_USpringArmComponent_CameraLagMaxTimeStep_SET(USpringArmComponent* Ptr, float Value) { Ptr->CameraLagMaxTimeStep = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_CameraLagSpeed_GET(USpringArmComponent* Ptr) { return Ptr->CameraLagSpeed; } DOTNET_EXPORT void E_PROP_USpringArmComponent_CameraLagSpeed_SET(USpringArmComponent* Ptr, float Value) { Ptr->CameraLagSpeed = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_CameraRotationLagSpeed_GET(USpringArmComponent* Ptr) { return Ptr->CameraRotationLagSpeed; } DOTNET_EXPORT void E_PROP_USpringArmComponent_CameraRotationLagSpeed_SET(USpringArmComponent* Ptr, float Value) { Ptr->CameraRotationLagSpeed = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_PreviousArmOrigin_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->PreviousArmOrigin); } DOTNET_EXPORT void E_PROP_USpringArmComponent_PreviousArmOrigin_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->PreviousArmOrigin = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_PreviousDesiredLoc_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->PreviousDesiredLoc); } DOTNET_EXPORT void E_PROP_USpringArmComponent_PreviousDesiredLoc_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->PreviousDesiredLoc = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_PreviousDesiredRot_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->PreviousDesiredRot); } DOTNET_EXPORT void E_PROP_USpringArmComponent_PreviousDesiredRot_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->PreviousDesiredRot = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_ProbeSize_GET(USpringArmComponent* Ptr) { return Ptr->ProbeSize; } DOTNET_EXPORT void E_PROP_USpringArmComponent_ProbeSize_SET(USpringArmComponent* Ptr, float Value) { Ptr->ProbeSize = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_SocketName_GET() { return ConvertToManage_StringWrapper(USpringArmComponent::SocketName); } DOTNET_EXPORT auto E_PROP_USpringArmComponent_SocketOffset_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->SocketOffset); } DOTNET_EXPORT void E_PROP_USpringArmComponent_SocketOffset_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->SocketOffset = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_TargetArmLength_GET(USpringArmComponent* Ptr) { return Ptr->TargetArmLength; } DOTNET_EXPORT void E_PROP_USpringArmComponent_TargetArmLength_SET(USpringArmComponent* Ptr, float Value) { Ptr->TargetArmLength = Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_TargetOffset_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->TargetOffset); } DOTNET_EXPORT void E_PROP_USpringArmComponent_TargetOffset_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->TargetOffset = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USpringArmComponent_UnfixedCameraPosition_GET(USpringArmComponent* Ptr) { return (INT_PTR)&(Ptr->UnfixedCameraPosition); } DOTNET_EXPORT void E_PROP_USpringArmComponent_UnfixedCameraPosition_SET(USpringArmComponent* Ptr, INT_PTR Value) { Ptr->UnfixedCameraPosition = *(FVector*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_USpringArmComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USpringArmComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USpringArmComponent_BlendLocations(USpringArmComponent* Self, INT_PTR DesiredArmLocation, INT_PTR TraceHitLocation, bool bHitSomething, float DeltaTime) { auto& _p0 = *(FVector*)DesiredArmLocation; auto& _p1 = *(FVector*)TraceHitLocation; auto _p2 = bHitSomething; auto _p3 = DeltaTime; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_USpringArmComponent*)Self)->BlendLocations_WRAP(_p0, _p1, _p2, _p3)); } DOTNET_EXPORT auto E_USpringArmComponent_GetTargetRotation(USpringArmComponent* Self) { return (INT_PTR) new FRotator(Self->GetTargetRotation()); } DOTNET_EXPORT auto E_USpringArmComponent_GetUnfixedCameraPosition(USpringArmComponent* Self) { return (INT_PTR) new FVector(Self->GetUnfixedCameraPosition()); } DOTNET_EXPORT auto E_USpringArmComponent_IsCollisionFixApplied(USpringArmComponent* Self) { return Self->IsCollisionFixApplied(); } DOTNET_EXPORT auto E_USpringArmComponent_UpdateDesiredArmLocation(USpringArmComponent* Self, bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime) { auto _p0 = bDoTrace; auto _p1 = bDoLocationLag; auto _p2 = bDoRotationLag; auto _p3 = DeltaTime; ((E_PROTECTED_WRAP_USpringArmComponent*)Self)->UpdateDesiredArmLocation_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_UpdateDesiredArmLocation(USpringArmComponent* Self, bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime) { auto _p0 = bDoTrace; auto _p1 = bDoLocationLag; auto _p2 = bDoRotationLag; auto _p3 = DeltaTime; ((UManageSpringArmComponent*)Self)->_Supper__UpdateDesiredArmLocation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSpringArmComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_UpdateBounds(USceneComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSpringArmComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSpringArmComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_BeginPlay(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_Deactivate(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSpringArmComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_InitializeComponent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSpringArmComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnComponentCreated(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSpringArmComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnRegister(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnUnregister(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSpringArmComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSpringArmComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSpringArmComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSpringArmComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSpringArmComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_ToggleActive(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_UninitializeComponent(UActorComponent* Self) { ((UManageSpringArmComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_BeginDestroy(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_FinishDestroy(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostCDOContruct(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostEditImport(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostInitProperties(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostLoad(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostNetReceive(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostRepNotifies(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSpringArmComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PreDestroyFromReplication(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_PreNetReceive(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_ShutdownAfterError(UObject* Self) { ((UManageSpringArmComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageSpringArmComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USpringArmComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSpringArmComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPlaneReflectionCaptureComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/PlaneReflectionCaptureComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PlaneReflectionCaptureComponent.h:13 extern "C" { DOTNET_EXPORT auto E_PROP_UPlaneReflectionCaptureComponent_InfluenceRadiusScale_GET(UPlaneReflectionCaptureComponent* Ptr) { return Ptr->InfluenceRadiusScale; } DOTNET_EXPORT void E_PROP_UPlaneReflectionCaptureComponent_InfluenceRadiusScale_SET(UPlaneReflectionCaptureComponent* Ptr, float Value) { Ptr->InfluenceRadiusScale = Value; } DOTNET_EXPORT auto E_PROP_UPlaneReflectionCaptureComponent_PreviewCaptureBox_GET(UPlaneReflectionCaptureComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PreviewCaptureBox); } DOTNET_EXPORT void E_PROP_UPlaneReflectionCaptureComponent_PreviewCaptureBox_SET(UPlaneReflectionCaptureComponent* Ptr, UBoxComponent* Value) { Ptr->PreviewCaptureBox = Value; } DOTNET_EXPORT auto E_PROP_UPlaneReflectionCaptureComponent_PreviewInfluenceRadius_GET(UPlaneReflectionCaptureComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PreviewInfluenceRadius); } DOTNET_EXPORT void E_PROP_UPlaneReflectionCaptureComponent_PreviewInfluenceRadius_SET(UPlaneReflectionCaptureComponent* Ptr, UDrawSphereComponent* Value) { Ptr->PreviewInfluenceRadius = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPlaneReflectionCaptureComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPlaneReflectionCaptureComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UAudioComponent.h
<reponame>mrkriv/UnrealDotNet<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageAudioComponent.h" #include "Runtime/Engine/Classes/Components/AudioComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\AudioComponent.h:110 class E_PROTECTED_WRAP_UAudioComponent : protected UAudioComponent { public: void PlayInternal_WRAP(const float StartTime, const float FadeInDuration, const float FadeVolumeLevel) { PlayInternal(StartTime, FadeInDuration, FadeVolumeLevel); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UAudioComponent_ActiveCount_GET(UAudioComponent* Ptr) { return Ptr->ActiveCount; } DOTNET_EXPORT void E_PROP_UAudioComponent_ActiveCount_SET(UAudioComponent* Ptr, int32 Value) { Ptr->ActiveCount = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_AudioComponentUserID_GET(UAudioComponent* Ptr) { return ConvertToManage_StringWrapper(Ptr->AudioComponentUserID); } DOTNET_EXPORT void E_PROP_UAudioComponent_AudioComponentUserID_SET(UAudioComponent* Ptr, char* Value) { Ptr->AudioComponentUserID = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_UAudioComponent_AutoAttachLocationRule_GET(UAudioComponent* Ptr) { return Ptr->AutoAttachLocationRule; } DOTNET_EXPORT void E_PROP_UAudioComponent_AutoAttachLocationRule_SET(UAudioComponent* Ptr, EAttachmentRule Value) { Ptr->AutoAttachLocationRule = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_AutoAttachRotationRule_GET(UAudioComponent* Ptr) { return Ptr->AutoAttachRotationRule; } DOTNET_EXPORT void E_PROP_UAudioComponent_AutoAttachRotationRule_SET(UAudioComponent* Ptr, EAttachmentRule Value) { Ptr->AutoAttachRotationRule = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_AutoAttachScaleRule_GET(UAudioComponent* Ptr) { return Ptr->AutoAttachScaleRule; } DOTNET_EXPORT void E_PROP_UAudioComponent_AutoAttachScaleRule_SET(UAudioComponent* Ptr, EAttachmentRule Value) { Ptr->AutoAttachScaleRule = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_AutoAttachSocketName_GET(UAudioComponent* Ptr) { return ConvertToManage_StringWrapper(Ptr->AutoAttachSocketName); } DOTNET_EXPORT void E_PROP_UAudioComponent_AutoAttachSocketName_SET(UAudioComponent* Ptr, char* Value) { Ptr->AutoAttachSocketName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_UAudioComponent_bAllowSpatialization_GET(UAudioComponent* Ptr) { return Ptr->bAllowSpatialization; } DOTNET_EXPORT void E_PROP_UAudioComponent_bAllowSpatialization_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bAllowSpatialization = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bAlwaysPlay_GET(UAudioComponent* Ptr) { return Ptr->bAlwaysPlay; } DOTNET_EXPORT void E_PROP_UAudioComponent_bAlwaysPlay_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bAlwaysPlay = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bAutoDestroy_GET(UAudioComponent* Ptr) { return Ptr->bAutoDestroy; } DOTNET_EXPORT void E_PROP_UAudioComponent_bAutoDestroy_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bAutoDestroy = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bAutoManageAttachment_GET(UAudioComponent* Ptr) { return Ptr->bAutoManageAttachment; } DOTNET_EXPORT void E_PROP_UAudioComponent_bAutoManageAttachment_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bAutoManageAttachment = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bCenterChannelOnly_GET(UAudioComponent* Ptr) { return Ptr->bCenterChannelOnly; } DOTNET_EXPORT void E_PROP_UAudioComponent_bCenterChannelOnly_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bCenterChannelOnly = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bEnableLowPassFilter_GET(UAudioComponent* Ptr) { return Ptr->bEnableLowPassFilter; } DOTNET_EXPORT void E_PROP_UAudioComponent_bEnableLowPassFilter_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bEnableLowPassFilter = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bEQFilterApplied_GET(UAudioComponent* Ptr) { return Ptr->bEQFilterApplied; } DOTNET_EXPORT void E_PROP_UAudioComponent_bEQFilterApplied_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bEQFilterApplied = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bIgnoreForFlushing_GET(UAudioComponent* Ptr) { return Ptr->bIgnoreForFlushing; } DOTNET_EXPORT void E_PROP_UAudioComponent_bIgnoreForFlushing_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bIgnoreForFlushing = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bIsMusic_GET(UAudioComponent* Ptr) { return Ptr->bIsMusic; } DOTNET_EXPORT void E_PROP_UAudioComponent_bIsMusic_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bIsMusic = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bIsPaused_GET(UAudioComponent* Ptr) { return Ptr->bIsPaused; } DOTNET_EXPORT void E_PROP_UAudioComponent_bIsPaused_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bIsPaused = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bIsPreviewSound_GET(UAudioComponent* Ptr) { return Ptr->bIsPreviewSound; } DOTNET_EXPORT void E_PROP_UAudioComponent_bIsPreviewSound_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bIsPreviewSound = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bIsUISound_GET(UAudioComponent* Ptr) { return Ptr->bIsUISound; } DOTNET_EXPORT void E_PROP_UAudioComponent_bIsUISound_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bIsUISound = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bOverrideAttenuation_GET(UAudioComponent* Ptr) { return Ptr->bOverrideAttenuation; } DOTNET_EXPORT void E_PROP_UAudioComponent_bOverrideAttenuation_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bOverrideAttenuation = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bOverridePriority_GET(UAudioComponent* Ptr) { return Ptr->bOverridePriority; } DOTNET_EXPORT void E_PROP_UAudioComponent_bOverridePriority_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bOverridePriority = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bOverrideSubtitlePriority_GET(UAudioComponent* Ptr) { return Ptr->bOverrideSubtitlePriority; } DOTNET_EXPORT void E_PROP_UAudioComponent_bOverrideSubtitlePriority_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bOverrideSubtitlePriority = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bPreviewComponent_GET(UAudioComponent* Ptr) { return Ptr->bPreviewComponent; } DOTNET_EXPORT void E_PROP_UAudioComponent_bPreviewComponent_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bPreviewComponent = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bReverb_GET(UAudioComponent* Ptr) { return Ptr->bReverb; } DOTNET_EXPORT void E_PROP_UAudioComponent_bReverb_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bReverb = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bShouldRemainActiveIfDropped_GET(UAudioComponent* Ptr) { return Ptr->bShouldRemainActiveIfDropped; } DOTNET_EXPORT void E_PROP_UAudioComponent_bShouldRemainActiveIfDropped_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bShouldRemainActiveIfDropped = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bStopWhenOwnerDestroyed_GET(UAudioComponent* Ptr) { return Ptr->bStopWhenOwnerDestroyed; } DOTNET_EXPORT void E_PROP_UAudioComponent_bStopWhenOwnerDestroyed_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bStopWhenOwnerDestroyed = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_bSuppressSubtitles_GET(UAudioComponent* Ptr) { return Ptr->bSuppressSubtitles; } DOTNET_EXPORT void E_PROP_UAudioComponent_bSuppressSubtitles_SET(UAudioComponent* Ptr, uint8 Value) { Ptr->bSuppressSubtitles = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_EnvelopeFollowerAttackTime_GET(UAudioComponent* Ptr) { return Ptr->EnvelopeFollowerAttackTime; } DOTNET_EXPORT void E_PROP_UAudioComponent_EnvelopeFollowerAttackTime_SET(UAudioComponent* Ptr, int32 Value) { Ptr->EnvelopeFollowerAttackTime = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_EnvelopeFollowerReleaseTime_GET(UAudioComponent* Ptr) { return Ptr->EnvelopeFollowerReleaseTime; } DOTNET_EXPORT void E_PROP_UAudioComponent_EnvelopeFollowerReleaseTime_SET(UAudioComponent* Ptr, int32 Value) { Ptr->EnvelopeFollowerReleaseTime = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_LowPassFilterFrequency_GET(UAudioComponent* Ptr) { return Ptr->LowPassFilterFrequency; } DOTNET_EXPORT void E_PROP_UAudioComponent_LowPassFilterFrequency_SET(UAudioComponent* Ptr, float Value) { Ptr->LowPassFilterFrequency = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_OcclusionCheckInterval_GET(UAudioComponent* Ptr) { return Ptr->OcclusionCheckInterval; } DOTNET_EXPORT void E_PROP_UAudioComponent_OcclusionCheckInterval_SET(UAudioComponent* Ptr, float Value) { Ptr->OcclusionCheckInterval = Value; } DOTNET_EXPORT void E_EVENT_ADD_UAudioComponent_OnAudioFinished(UAudioComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnAudioFinished"; wrapper->SourceObject = Obj; Obj->OnAudioFinished.AddDynamic(wrapper, &UManageEventSender::Wrapper_FOnAudioFinished); } DOTNET_EXPORT void E_EVENT_DEL_UAudioComponent_OnAudioFinished(UAudioComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UAudioComponent_OnAudioMultiEnvelopeValue(UAudioComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnAudioMultiEnvelopeValue"; wrapper->SourceObject = Obj; Obj->OnAudioMultiEnvelopeValue.AddDynamic(wrapper, &UManageEventSender::Wrapper_FOnAudioMultiEnvelopeValue); } DOTNET_EXPORT void E_EVENT_DEL_UAudioComponent_OnAudioMultiEnvelopeValue(UAudioComponent* Obj) { } DOTNET_EXPORT auto E_PROP_UAudioComponent_PitchModulationMax_GET(UAudioComponent* Ptr) { return Ptr->PitchModulationMax; } DOTNET_EXPORT void E_PROP_UAudioComponent_PitchModulationMax_SET(UAudioComponent* Ptr, float Value) { Ptr->PitchModulationMax = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_PitchModulationMin_GET(UAudioComponent* Ptr) { return Ptr->PitchModulationMin; } DOTNET_EXPORT void E_PROP_UAudioComponent_PitchModulationMin_SET(UAudioComponent* Ptr, float Value) { Ptr->PitchModulationMin = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_PitchMultiplier_GET(UAudioComponent* Ptr) { return Ptr->PitchMultiplier; } DOTNET_EXPORT void E_PROP_UAudioComponent_PitchMultiplier_SET(UAudioComponent* Ptr, float Value) { Ptr->PitchMultiplier = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_Priority_GET(UAudioComponent* Ptr) { return Ptr->Priority; } DOTNET_EXPORT void E_PROP_UAudioComponent_Priority_SET(UAudioComponent* Ptr, float Value) { Ptr->Priority = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_SubtitlePriority_GET(UAudioComponent* Ptr) { return Ptr->SubtitlePriority; } DOTNET_EXPORT void E_PROP_UAudioComponent_SubtitlePriority_SET(UAudioComponent* Ptr, float Value) { Ptr->SubtitlePriority = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_VolumeModulationMax_GET(UAudioComponent* Ptr) { return Ptr->VolumeModulationMax; } DOTNET_EXPORT void E_PROP_UAudioComponent_VolumeModulationMax_SET(UAudioComponent* Ptr, float Value) { Ptr->VolumeModulationMax = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_VolumeModulationMin_GET(UAudioComponent* Ptr) { return Ptr->VolumeModulationMin; } DOTNET_EXPORT void E_PROP_UAudioComponent_VolumeModulationMin_SET(UAudioComponent* Ptr, float Value) { Ptr->VolumeModulationMin = Value; } DOTNET_EXPORT auto E_PROP_UAudioComponent_VolumeMultiplier_GET(UAudioComponent* Ptr) { return Ptr->VolumeMultiplier; } DOTNET_EXPORT void E_PROP_UAudioComponent_VolumeMultiplier_SET(UAudioComponent* Ptr, float Value) { Ptr->VolumeMultiplier = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UAudioComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UAudioComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UAudioComponent_AdjustVolume(UAudioComponent* Self, float AdjustVolumeDuration, float AdjustVolumeLevel) { auto _p0 = AdjustVolumeDuration; auto _p1 = AdjustVolumeLevel; Self->AdjustVolume(_p0, _p1); } DOTNET_EXPORT auto E_UAudioComponent_FadeIn(UAudioComponent* Self, float FadeInDuration, float FadeVolumeLevel, float StartTime) { auto _p0 = FadeInDuration; auto _p1 = FadeVolumeLevel; auto _p2 = StartTime; Self->FadeIn(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UAudioComponent_FadeOut(UAudioComponent* Self, float FadeOutDuration, float FadeVolumeLevel) { auto _p0 = FadeOutDuration; auto _p1 = FadeVolumeLevel; Self->FadeOut(_p0, _p1); } DOTNET_EXPORT auto E_UAudioComponent_GetAudioComponentUserID(UAudioComponent* Self) { return ConvertToManage_StringWrapper(Self->GetAudioComponentUserID()); } DOTNET_EXPORT auto E_UAudioComponent_GetCookedEnvelopeData(UAudioComponent* Self, float OutEnvelopeData) { auto& _p0 = OutEnvelopeData; return Self->GetCookedEnvelopeData(_p0); } DOTNET_EXPORT auto E_UAudioComponent_HasCookedAmplitudeEnvelopeData(UAudioComponent* Self) { return Self->HasCookedAmplitudeEnvelopeData(); } DOTNET_EXPORT auto E_UAudioComponent_HasCookedFFTData(UAudioComponent* Self) { return Self->HasCookedFFTData(); } DOTNET_EXPORT auto E_UAudioComponent_IsPlaying(UAudioComponent* Self) { return Self->IsPlaying(); } DOTNET_EXPORT auto E_UAudioComponent_Play(UAudioComponent* Self, float StartTime) { auto _p0 = StartTime; Self->Play(_p0); } DOTNET_EXPORT auto E_UAudioComponent_PlayInternal(UAudioComponent* Self, float StartTime, float FadeInDuration, float FadeVolumeLevel) { auto _p0 = StartTime; auto _p1 = FadeInDuration; auto _p2 = FadeVolumeLevel; ((E_PROTECTED_WRAP_UAudioComponent*)Self)->PlayInternal_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UAudioComponent_SetBoolParameter(UAudioComponent* Self, char* InName, bool InBool) { auto _p0 = ConvertFromManage_FName(InName); auto _p1 = InBool; Self->SetBoolParameter(_p0, _p1); } DOTNET_EXPORT auto E_UAudioComponent_SetFloatParameter(UAudioComponent* Self, char* InName, float InFloat) { auto _p0 = ConvertFromManage_FName(InName); auto _p1 = InFloat; Self->SetFloatParameter(_p0, _p1); } DOTNET_EXPORT auto E_UAudioComponent_SetIntParameter(UAudioComponent* Self, char* InName, int32 InInt) { auto _p0 = ConvertFromManage_FName(InName); auto _p1 = InInt; Self->SetIntParameter(_p0, _p1); } DOTNET_EXPORT auto E_UAudioComponent_SetLowPassFilterEnabled(UAudioComponent* Self, bool InLowPassFilterEnabled) { auto _p0 = InLowPassFilterEnabled; Self->SetLowPassFilterEnabled(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetLowPassFilterFrequency(UAudioComponent* Self, float InLowPassFilterFrequency) { auto _p0 = InLowPassFilterFrequency; Self->SetLowPassFilterFrequency(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetPaused(UAudioComponent* Self, bool bPause) { auto _p0 = bPause; Self->SetPaused(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetPitchMultiplier(UAudioComponent* Self, float NewPitchMultiplier) { auto _p0 = NewPitchMultiplier; Self->SetPitchMultiplier(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetSoundParameter(UAudioComponent* Self, INT_PTR Param) { auto& _p0 = *(FAudioComponentParam*)Param; Self->SetSoundParameter(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetUISound(UAudioComponent* Self, bool bInUISound) { auto _p0 = bInUISound; Self->SetUISound(_p0); } DOTNET_EXPORT auto E_UAudioComponent_SetVolumeMultiplier(UAudioComponent* Self, float NewVolumeMultiplier) { auto _p0 = NewVolumeMultiplier; Self->SetVolumeMultiplier(_p0); } DOTNET_EXPORT auto E_UAudioComponent_Stop(UAudioComponent* Self) { Self->Stop(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_FadeIn(UAudioComponent* Self, float FadeInDuration, float FadeVolumeLevel, float StartTime) { auto _p0 = FadeInDuration; auto _p1 = FadeVolumeLevel; auto _p2 = StartTime; ((UManageAudioComponent*)Self)->_Supper__FadeIn(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__UAudioComponent_FadeOut(UAudioComponent* Self, float FadeOutDuration, float FadeVolumeLevel) { auto _p0 = FadeOutDuration; auto _p1 = FadeVolumeLevel; ((UManageAudioComponent*)Self)->_Supper__FadeOut(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UAudioComponent_Play(UAudioComponent* Self, float StartTime) { auto _p0 = StartTime; ((UManageAudioComponent*)Self)->_Supper__Play(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_Stop(UAudioComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__Stop(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageAudioComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_UpdateBounds(USceneComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageAudioComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageAudioComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_BeginPlay(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_Deactivate(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageAudioComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_InitializeComponent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageAudioComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnComponentCreated(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageAudioComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnRegister(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnUnregister(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageAudioComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageAudioComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageAudioComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageAudioComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageAudioComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_ToggleActive(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_UninitializeComponent(UActorComponent* Self) { ((UManageAudioComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_BeginDestroy(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_FinishDestroy(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostCDOContruct(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostEditImport(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostInitProperties(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostLoad(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostNetReceive(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostRepNotifies(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageAudioComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PreDestroyFromReplication(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_PreNetReceive(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_ShutdownAfterError(UObject* Self) { ((UManageAudioComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageAudioComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UAudioComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageAudioComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USphereComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USphereComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSphereComponent.h" #include "Runtime/Engine/Classes/Components/SphereComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SphereComponent.h:17 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_USphereComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USphereComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USphereComponent_GetScaledSphereRadius(USphereComponent* Self) { return Self->GetScaledSphereRadius(); } DOTNET_EXPORT auto E_USphereComponent_GetShapeScale(USphereComponent* Self) { return Self->GetShapeScale(); } DOTNET_EXPORT auto E_USphereComponent_GetUnscaledSphereRadius(USphereComponent* Self) { return Self->GetUnscaledSphereRadius(); } DOTNET_EXPORT auto E_USphereComponent_InitSphereRadius(USphereComponent* Self, float InSphereRadius) { auto _p0 = InSphereRadius; Self->InitSphereRadius(_p0); } DOTNET_EXPORT auto E_USphereComponent_SetSphereRadius(USphereComponent* Self, float InSphereRadius, bool bUpdateOverlaps) { auto _p0 = InSphereRadius; auto _p1 = bUpdateOverlaps; Self->SetSphereRadius(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USphereComponent_UpdateBodySetup(UShapeComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UpdateBodySetup(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnComponentCollisionSettingsChanged(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; ((UManageSphereComponent*)Self)->_Supper__SetAllMassScale(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; ((UManageSphereComponent*)Self)->_Supper__SetAllUseCCD(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageSphereComponent*)Self)->_Supper__SetAngularDamping(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; ((UManageSphereComponent*)Self)->_Supper__SetEnableGravity(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageSphereComponent*)Self)->_Supper__SetLinearDamping(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; ((UManageSphereComponent*)Self)->_Supper__SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; ((UManageSphereComponent*)Self)->_Supper__SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_UnWeldChildren(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UnWeldChildren(); } DOTNET_EXPORT auto E__Supper__USphereComponent_UnWeldFromParent(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UnWeldFromParent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UpdatePhysicsToRBChannels(); } DOTNET_EXPORT auto E__Supper__USphereComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__WakeAllRigidBodies(); } DOTNET_EXPORT auto E__Supper__USphereComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSphereComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USphereComponent_UpdateBounds(USceneComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USphereComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSphereComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSphereComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_BeginPlay(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USphereComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_Deactivate(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USphereComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSphereComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_InitializeComponent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSphereComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnComponentCreated(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSphereComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnRegister(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnUnregister(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USphereComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSphereComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSphereComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSphereComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSphereComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSphereComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_ToggleActive(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USphereComponent_UninitializeComponent(UActorComponent* Self) { ((UManageSphereComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USphereComponent_BeginDestroy(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USphereComponent_FinishDestroy(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USphereComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostCDOContruct(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostEditImport(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostInitProperties(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostLoad(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostNetReceive(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostRepNotifies(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSphereComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USphereComponent_PreDestroyFromReplication(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USphereComponent_PreNetReceive(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USphereComponent_ShutdownAfterError(UObject* Self) { ((UManageSphereComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USphereComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageSphereComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USphereComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSphereComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/ExportUtilites.h
<gh_stars>10-100 #pragma once #ifndef DOTNET_EXPORT # if defined(WIN32) # define DOTNET_EXPORT __declspec(dllexport) # elif defined(__GNUC__) # define DOTNET_EXPORT __attribute__ ((visibility ("default"))) # endif #endif typedef struct ObjectPointerDescription { INT_PTR Pointer; INT_PTR TypeName; int32 TypeNameLen; } ObjectPointerDescription; typedef struct StringWrapper { INT_PTR Pointer; int32 Len; } StringWrapper; typedef struct TemplatePointerDescription { INT_PTR Pointer; INT_PTR TypeName; int32 TypeNameLen; } TemplatePointerDescription; typedef struct UClassWrapper { INT_PTR Pointer; int32 Len; } UClassWrapper;
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AAIController.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AAIController.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageAIController.h" #include "Runtime/AIModule/Classes/AIController.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\AIController.h:85 extern "C" { DOTNET_EXPORT auto E_PROP_AAIController_bAIIgnorePlayers_GET() { return AAIController::bAIIgnorePlayers; } DOTNET_EXPORT auto E_PROP_AAIController_BrainComponent_GET(AAIController* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->BrainComponent); } DOTNET_EXPORT void E_PROP_AAIController_BrainComponent_SET(AAIController* Ptr, UBrainComponent* Value) { Ptr->BrainComponent = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AAIController(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AAIController>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AAIController_AreAIIgnoringPlayers(AAIController* Self) { return Self->AreAIIgnoringPlayers(); } DOTNET_EXPORT auto E_AAIController_GetActionsComp(AAIController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetActionsComp()); } DOTNET_EXPORT auto E_AAIController_GetBrainComponent(AAIController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetBrainComponent()); } DOTNET_EXPORT auto E_AAIController_GetCurrentMoveRequestID(AAIController* Self) { return (INT_PTR) new FAIRequestID(Self->GetCurrentMoveRequestID()); } DOTNET_EXPORT auto E_AAIController_GetDebugIcon(AAIController* Self) { return ConvertToManage_StringWrapper(Self->GetDebugIcon()); } DOTNET_EXPORT auto E_AAIController_GetFocalPoint(AAIController* Self) { return (INT_PTR) new FVector(Self->GetFocalPoint()); } DOTNET_EXPORT auto E_AAIController_GetFocalPointOnActor(AAIController* Self, AActor* Actor) { auto _p0 = Actor; return (INT_PTR) new FVector(Self->GetFocalPointOnActor(_p0)); } DOTNET_EXPORT auto E_AAIController_GetFocusActor(AAIController* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetFocusActor()); } DOTNET_EXPORT auto E_AAIController_GetGameplayTaskDefaultPriority(AAIController* Self) { return Self->GetGameplayTaskDefaultPriority(); } DOTNET_EXPORT auto E_AAIController_GetImmediateMoveDestination(AAIController* Self) { return (INT_PTR) new FVector(Self->GetImmediateMoveDestination()); } DOTNET_EXPORT auto E_AAIController_HasPartialPath(AAIController* Self) { return Self->HasPartialPath(); } DOTNET_EXPORT auto E_AAIController_K2_ClearFocus(AAIController* Self) { Self->K2_ClearFocus(); } DOTNET_EXPORT auto E_AAIController_K2_SetFocalPoint(AAIController* Self, INT_PTR FP) { auto _p0 = *(FVector*)FP; Self->K2_SetFocalPoint(_p0); } DOTNET_EXPORT auto E_AAIController_K2_SetFocus(AAIController* Self, AActor* NewFocus) { auto _p0 = NewFocus; Self->K2_SetFocus(_p0); } DOTNET_EXPORT auto E_AAIController_PauseMove(AAIController* Self, INT_PTR RequestToPause) { auto _p0 = *(FAIRequestID*)RequestToPause; return Self->PauseMove(_p0); } DOTNET_EXPORT auto E_AAIController_ResumeMove(AAIController* Self, INT_PTR RequestToResume) { auto _p0 = *(FAIRequestID*)RequestToResume; return Self->ResumeMove(_p0); } DOTNET_EXPORT auto E_AAIController_SetFocalPoint(AAIController* Self, INT_PTR NewFocus) { auto _p0 = *(FVector*)NewFocus; Self->SetFocalPoint(_p0); } DOTNET_EXPORT auto E_AAIController_SetFocus(AAIController* Self, AActor* NewFocus) { auto _p0 = NewFocus; Self->SetFocus(_p0); } DOTNET_EXPORT auto E_AAIController_SetMoveBlockDetection(AAIController* Self, bool bEnable) { auto _p0 = bEnable; Self->SetMoveBlockDetection(_p0); } DOTNET_EXPORT auto E_AAIController_SuggestTossVelocity(AAIController* Self, INT_PTR OutTossVelocity, INT_PTR Start, INT_PTR End, float TossSpeed, bool bPreferHighArc, float CollisionRadius, bool bOnlyTraceUp) { auto& _p0 = *(FVector*)OutTossVelocity; auto _p1 = *(FVector*)Start; auto _p2 = *(FVector*)End; auto _p3 = TossSpeed; auto _p4 = bPreferHighArc; auto _p5 = CollisionRadius; auto _p6 = bOnlyTraceUp; return Self->SuggestTossVelocity(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_AAIController_ToggleAIIgnorePlayers(AAIController* Self) { Self->ToggleAIIgnorePlayers(); } DOTNET_EXPORT auto E_AAIController_UpdateControlRotation(AAIController* Self, float DeltaTime, bool bUpdatePawn) { auto _p0 = DeltaTime; auto _p1 = bUpdatePawn; Self->UpdateControlRotation(_p0, _p1); } DOTNET_EXPORT auto E__Supper__AAIController_UpdateControlRotation(AAIController* Self, float DeltaTime, bool bUpdatePawn) { auto _p0 = DeltaTime; auto _p1 = bUpdatePawn; ((AManageAIController*)Self)->_Supper__UpdateControlRotation(_p0, _p1); } DOTNET_EXPORT auto E__Supper__AAIController_BeginInactiveState(AController* Self) { ((AManageAIController*)Self)->_Supper__BeginInactiveState(); } DOTNET_EXPORT auto E__Supper__AAIController_CleanupPlayerState(AController* Self) { ((AManageAIController*)Self)->_Supper__CleanupPlayerState(); } DOTNET_EXPORT auto E__Supper__AAIController_CurrentLevelUnloaded(AController* Self) { ((AManageAIController*)Self)->_Supper__CurrentLevelUnloaded(); } DOTNET_EXPORT auto E__Supper__AAIController_DetachFromPawn(AController* Self) { ((AManageAIController*)Self)->_Supper__DetachFromPawn(); } DOTNET_EXPORT auto E__Supper__AAIController_EndInactiveState(AController* Self) { ((AManageAIController*)Self)->_Supper__EndInactiveState(); } DOTNET_EXPORT auto E__Supper__AAIController_FailedToSpawnPawn(AController* Self) { ((AManageAIController*)Self)->_Supper__FailedToSpawnPawn(); } DOTNET_EXPORT auto E__Supper__AAIController_InitPlayerState(AController* Self) { ((AManageAIController*)Self)->_Supper__InitPlayerState(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_Pawn(AController* Self) { ((AManageAIController*)Self)->_Supper__OnRep_Pawn(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_PlayerState(AController* Self) { ((AManageAIController*)Self)->_Supper__OnRep_PlayerState(); } DOTNET_EXPORT auto E__Supper__AAIController_OnUnPossess(AController* Self) { ((AManageAIController*)Self)->_Supper__OnUnPossess(); } DOTNET_EXPORT auto E__Supper__AAIController_ResetIgnoreInputFlags(AController* Self) { ((AManageAIController*)Self)->_Supper__ResetIgnoreInputFlags(); } DOTNET_EXPORT auto E__Supper__AAIController_ResetIgnoreLookInput(AController* Self) { ((AManageAIController*)Self)->_Supper__ResetIgnoreLookInput(); } DOTNET_EXPORT auto E__Supper__AAIController_ResetIgnoreMoveInput(AController* Self) { ((AManageAIController*)Self)->_Supper__ResetIgnoreMoveInput(); } DOTNET_EXPORT auto E__Supper__AAIController_SetIgnoreLookInput(AController* Self, bool bNewLookInput) { auto _p0 = bNewLookInput; ((AManageAIController*)Self)->_Supper__SetIgnoreLookInput(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_SetIgnoreMoveInput(AController* Self, bool bNewMoveInput) { auto _p0 = bNewMoveInput; ((AManageAIController*)Self)->_Supper__SetIgnoreMoveInput(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_StopMovement(AController* Self) { ((AManageAIController*)Self)->_Supper__StopMovement(); } DOTNET_EXPORT auto E__Supper__AAIController_UpdateNavigationComponents(AController* Self) { ((AManageAIController*)Self)->_Supper__UpdateNavigationComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_BeginPlay(AActor* Self) { ((AManageAIController*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AAIController_ClearCrossLevelReferences(AActor* Self) { ((AManageAIController*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AAIController_Destroyed(AActor* Self) { ((AManageAIController*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AAIController_ForceNetRelevant(AActor* Self) { ((AManageAIController*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AAIController_ForceNetUpdate(AActor* Self) { ((AManageAIController*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AAIController_GatherCurrentMovement(AActor* Self) { ((AManageAIController*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AAIController_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageAIController*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_K2_DestroyActor(AActor* Self) { ((AManageAIController*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AAIController_LifeSpanExpired(AActor* Self) { ((AManageAIController*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AAIController_MarkComponentsAsPendingKill(AActor* Self) { ((AManageAIController*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AAIController_NotifyActorBeginCursorOver(AActor* Self) { ((AManageAIController*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AAIController_NotifyActorEndCursorOver(AActor* Self) { ((AManageAIController*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_AttachmentReplication(AActor* Self) { ((AManageAIController*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_Instigator(AActor* Self) { ((AManageAIController*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_Owner(AActor* Self) { ((AManageAIController*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_ReplicatedMovement(AActor* Self) { ((AManageAIController*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AAIController_OnRep_ReplicateMovement(AActor* Self) { ((AManageAIController*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AAIController_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageAIController*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_OutsideWorldBounds(AActor* Self) { ((AManageAIController*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AAIController_PostActorCreated(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AAIController_PostInitializeComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_PostNetInit(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AAIController_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AAIController_PostNetReceivePhysicState(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AAIController_PostNetReceiveRole(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AAIController_PostRegisterAllComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_PostUnregisterAllComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_PreInitializeComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_PreRegisterAllComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageAIController*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AAIController_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageAIController*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_RegisterAllComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_ReregisterAllComponents(AActor* Self) { ((AManageAIController*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AAIController_RerunConstructionScripts(AActor* Self) { ((AManageAIController*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AAIController_Reset(AActor* Self) { ((AManageAIController*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AAIController_RewindForReplay(AActor* Self) { ((AManageAIController*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AAIController_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageAIController*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageAIController*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageAIController*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_TearOff(AActor* Self) { ((AManageAIController*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AAIController_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageAIController*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageAIController*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_TornOff(AActor* Self) { ((AManageAIController*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AAIController_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageAIController*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_BeginDestroy(UObject* Self) { ((AManageAIController*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AAIController_FinishDestroy(UObject* Self) { ((AManageAIController*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AAIController_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageAIController*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AAIController_PostCDOContruct(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AAIController_PostEditImport(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AAIController_PostInitProperties(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AAIController_PostLoad(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AAIController_PostNetReceive(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AAIController_PostRepNotifies(UObject* Self) { ((AManageAIController*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AAIController_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageAIController*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AAIController_PreDestroyFromReplication(UObject* Self) { ((AManageAIController*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AAIController_PreNetReceive(UObject* Self) { ((AManageAIController*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AAIController_ShutdownAfterError(UObject* Self) { ((AManageAIController*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AAIController_CreateCluster(UObjectBaseUtility* Self) { ((AManageAIController*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AAIController_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageAIController*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Manage/ManageCheatManager.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreShell.h" #include "ManageObject.h" #include "TypeConvertor.h" #include "Runtime/Engine/Classes/GameFramework/CheatManager.h" #include "ManageCheatManager.generated.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\CheatManager.h:69 UCLASS() class UNREALDOTNETRUNTIME_API UManageCheatManager : public UCheatManager, public IManageObject { GENERATED_BODY() public: bool bIsManageAttach = false; bool AddWrapperIfNotAttach() override; void SetManageType(const FDotnetTypeName& ManageType) override; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "C#") FDotnetTypeName ManageClassName; virtual void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll) override; virtual void ChangeSize(float F) override; virtual void DamageTarget(float DamageAmount) override; virtual void DebugCapsuleSweep() override; virtual void DebugCapsuleSweepCapture() override; virtual void DebugCapsuleSweepClear() override; virtual void DebugCapsuleSweepComplex(bool bTraceComplex) override; virtual void DebugCapsuleSweepPawn() override; virtual void DebugCapsuleSweepSize(float HalfHeight, float Radius) override; virtual void DestroyAllPawnsExceptTarget() override; virtual void DestroyTarget() override; virtual void DisableDebugCamera() override; virtual void DumpChatState() override; virtual void DumpOnlineSessionState() override; virtual void DumpPartyState() override; virtual void DumpVoiceMutingState() override; virtual void EnableDebugCamera() override; virtual void FlushLog() override; virtual void Fly() override; virtual void FreezeFrame(float Delay) override; virtual void Ghost() override; virtual void God() override; virtual void InitCheatManager() override; virtual void InvertMouse() override; virtual void LogLoc() override; virtual void PlayersOnly() override; virtual void ServerToggleAILogging() override; virtual void SetMouseSensitivityToDefault() override; virtual void Slomo(float NewTimeDilation) override; virtual void Teleport() override; virtual void TestCollisionDistance() override; virtual void ToggleAILogging() override; virtual void ToggleDebugCamera() override; virtual void ViewSelf() override; virtual void Walk() override; virtual void BeginDestroy() override; virtual void FinishDestroy() override; virtual void MarkAsEditorOnlySubobject() override; virtual void PostCDOContruct() override; virtual void PostEditImport() override; virtual void PostInitProperties() override; virtual void PostLoad() override; virtual void PostNetReceive() override; virtual void PostRepNotifies() override; virtual void PostSaveRoot(bool bCleanupIsRequired) override; virtual void PreDestroyFromReplication() override; virtual void PreNetReceive() override; virtual void ShutdownAfterError() override; virtual void CreateCluster() override; virtual void OnClusterMarkedAsPendingKill() override; void _Supper__BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll); void _Supper__ChangeSize(float F); void _Supper__DamageTarget(float DamageAmount); void _Supper__DebugCapsuleSweep(); void _Supper__DebugCapsuleSweepCapture(); void _Supper__DebugCapsuleSweepClear(); void _Supper__DebugCapsuleSweepComplex(bool bTraceComplex); void _Supper__DebugCapsuleSweepPawn(); void _Supper__DebugCapsuleSweepSize(float HalfHeight, float Radius); void _Supper__DestroyAllPawnsExceptTarget(); void _Supper__DestroyTarget(); void _Supper__DisableDebugCamera(); void _Supper__DumpChatState(); void _Supper__DumpOnlineSessionState(); void _Supper__DumpPartyState(); void _Supper__DumpVoiceMutingState(); void _Supper__EnableDebugCamera(); void _Supper__FlushLog(); void _Supper__Fly(); void _Supper__FreezeFrame(float Delay); void _Supper__Ghost(); void _Supper__God(); void _Supper__InitCheatManager(); void _Supper__InvertMouse(); void _Supper__LogLoc(); void _Supper__PlayersOnly(); void _Supper__ServerToggleAILogging(); void _Supper__SetMouseSensitivityToDefault(); void _Supper__Slomo(float NewTimeDilation); void _Supper__Teleport(); void _Supper__TestCollisionDistance(); void _Supper__ToggleAILogging(); void _Supper__ToggleDebugCamera(); void _Supper__ViewSelf(); void _Supper__Walk(); void _Supper__BeginDestroy(); void _Supper__FinishDestroy(); void _Supper__MarkAsEditorOnlySubobject(); void _Supper__PostCDOContruct(); void _Supper__PostEditImport(); void _Supper__PostInitProperties(); void _Supper__PostLoad(); void _Supper__PostNetReceive(); void _Supper__PostRepNotifies(); void _Supper__PostSaveRoot(bool bCleanupIsRequired); void _Supper__PreDestroyFromReplication(); void _Supper__PreNetReceive(); void _Supper__ShutdownAfterError(); void _Supper__CreateCluster(); void _Supper__OnClusterMarkedAsPendingKill(); }; PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UEngineMessage.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/EngineMessage.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\EngineMessage.h:11 extern "C" { DOTNET_EXPORT auto E_PROP_UEngineMessage_EnteredMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->EnteredMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_EnteredMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->EnteredMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_FailedPlaceMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->FailedPlaceMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_FailedPlaceMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->FailedPlaceMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_GlobalNameChange_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->GlobalNameChange); } DOTNET_EXPORT void E_PROP_UEngineMessage_GlobalNameChange_SET(UEngineMessage* Ptr, char* Value) { Ptr->GlobalNameChange = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_LeftMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->LeftMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_LeftMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->LeftMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_MaxedOutMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->MaxedOutMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_MaxedOutMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->MaxedOutMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_NewPlayerMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewPlayerMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_NewPlayerMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->NewPlayerMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_NewSpecMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewSpecMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_NewSpecMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->NewSpecMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UEngineMessage_SpecEnteredMessage_GET(UEngineMessage* Ptr) { return ConvertToManage_StringWrapper(Ptr->SpecEnteredMessage); } DOTNET_EXPORT void E_PROP_UEngineMessage_SpecEnteredMessage_SET(UEngineMessage* Ptr, char* Value) { Ptr->SpecEnteredMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT INT_PTR E_NewObject_UEngineMessage(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UEngineMessage>(Parent, FName(UTF8_TO_TCHAR(Name))); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UAIDataProvider.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageAIDataProvider.h" #include "Runtime/AIModule/Classes/DataProviders/AIDataProvider.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\DataProviders\AIDataProvider.h:138 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UAIDataProvider(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UAIDataProvider>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UAIDataProvider_BindData(UAIDataProvider* Self, UObject& Owner, int32 RequestId) { auto& _p0 = Owner; auto _p1 = RequestId; Self->BindData(_p0, _p1); } DOTNET_EXPORT auto E_UAIDataProvider_ToString(UAIDataProvider* Self, char* PropName) { auto _p0 = ConvertFromManage_FName(PropName); return ConvertToManage_StringWrapper(Self->ToString(_p0)); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_BeginDestroy(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_FinishDestroy(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostCDOContruct(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostEditImport(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostInitProperties(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostLoad(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostNetReceive(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostRepNotifies(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageAIDataProvider*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PreDestroyFromReplication(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_PreNetReceive(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_ShutdownAfterError(UObject* Self) { ((UManageAIDataProvider*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_CreateCluster(UObjectBaseUtility* Self) { ((UManageAIDataProvider*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageAIDataProvider*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ULocalMessage.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/LocalMessage.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\LocalMessage.h:57 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_ULocalMessage(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ULocalMessage>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ULocalMessage_ClientReceive(ULocalMessage* Self, INT_PTR ClientData) { auto& _p0 = *(FClientReceiveData*)ClientData; Self->ClientReceive(_p0); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UAIDataProvider_QueryParams.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageAIDataProvider_QueryParams.h" #include "Runtime/AIModule/Classes/DataProviders/AIDataProvider_QueryParams.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\DataProviders\AIDataProvider_QueryParams.h:19 extern "C" { DOTNET_EXPORT auto E_PROP_UAIDataProvider_QueryParams_BoolValue_GET(UAIDataProvider_QueryParams* Ptr) { return Ptr->BoolValue; } DOTNET_EXPORT void E_PROP_UAIDataProvider_QueryParams_BoolValue_SET(UAIDataProvider_QueryParams* Ptr, bool Value) { Ptr->BoolValue = Value; } DOTNET_EXPORT auto E_PROP_UAIDataProvider_QueryParams_FloatValue_GET(UAIDataProvider_QueryParams* Ptr) { return Ptr->FloatValue; } DOTNET_EXPORT void E_PROP_UAIDataProvider_QueryParams_FloatValue_SET(UAIDataProvider_QueryParams* Ptr, float Value) { Ptr->FloatValue = Value; } DOTNET_EXPORT auto E_PROP_UAIDataProvider_QueryParams_IntValue_GET(UAIDataProvider_QueryParams* Ptr) { return Ptr->IntValue; } DOTNET_EXPORT void E_PROP_UAIDataProvider_QueryParams_IntValue_SET(UAIDataProvider_QueryParams* Ptr, int32 Value) { Ptr->IntValue = Value; } DOTNET_EXPORT auto E_PROP_UAIDataProvider_QueryParams_ParamName_GET(UAIDataProvider_QueryParams* Ptr) { return ConvertToManage_StringWrapper(Ptr->ParamName); } DOTNET_EXPORT void E_PROP_UAIDataProvider_QueryParams_ParamName_SET(UAIDataProvider_QueryParams* Ptr, char* Value) { Ptr->ParamName = ConvertFromManage_FName(Value); } DOTNET_EXPORT INT_PTR E_NewObject_UAIDataProvider_QueryParams(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UAIDataProvider_QueryParams>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_BeginDestroy(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_FinishDestroy(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostCDOContruct(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostEditImport(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostInitProperties(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostLoad(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostNetReceive(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostRepNotifies(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PreDestroyFromReplication(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_PreNetReceive(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_ShutdownAfterError(UObject* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_CreateCluster(UObjectBaseUtility* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UAIDataProvider_QueryParams_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageAIDataProvider_QueryParams*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnAction_Sequence.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnAction_Sequence.h<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePawnAction_Sequence.h" #include "Runtime/AIModule/Classes/Actions/PawnAction_Sequence.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\Actions\PawnAction_Sequence.h:11 class E_PROTECTED_WRAP_UPawnAction_Sequence : protected UPawnAction_Sequence { public: bool PushNextActionCopy_WRAP() { return PushNextActionCopy(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UPawnAction_Sequence_RecentActionCopy_GET(UPawnAction_Sequence* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->RecentActionCopy); } DOTNET_EXPORT void E_PROP_UPawnAction_Sequence_RecentActionCopy_SET(UPawnAction_Sequence* Ptr, UPawnAction* Value) { Ptr->RecentActionCopy = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPawnAction_Sequence(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPawnAction_Sequence>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPawnAction_Sequence_PushNextActionCopy(UPawnAction_Sequence* Self) { return ((E_PROTECTED_WRAP_UPawnAction_Sequence*)Self)->PushNextActionCopy_WRAP(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_Tick(UPawnAction* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManagePawnAction_Sequence*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_BeginDestroy(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_FinishDestroy(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_MarkAsEditorOnlySubobject(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostCDOContruct(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostEditImport(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostInitProperties(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostLoad(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostNetReceive(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostRepNotifies(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManagePawnAction_Sequence*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PreDestroyFromReplication(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_PreNetReceive(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_ShutdownAfterError(UObject* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_CreateCluster(UObjectBaseUtility* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UPawnAction_Sequence_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManagePawnAction_Sequence*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USkeletalMeshComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USkeletalMeshComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSkeletalMeshComponent.h" #include "Runtime/Engine/Classes/Components/SkeletalMeshComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SkeletalMeshComponent.h:279 extern "C" { DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_AreaStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->AreaStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_AreaStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->AreaStiffness = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bAnimTreeInitialised_GET(USkeletalMeshComponent* Ptr) { return Ptr->bAnimTreeInitialised; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bAnimTreeInitialised_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bAnimTreeInitialised = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bBlendPhysics_GET(USkeletalMeshComponent* Ptr) { return Ptr->bBlendPhysics; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bBlendPhysics_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bBlendPhysics = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bCollideWithAttachedChildren_GET(USkeletalMeshComponent* Ptr) { return Ptr->bCollideWithAttachedChildren; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bCollideWithAttachedChildren_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bCollideWithAttachedChildren = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bCollideWithEnvironment_GET(USkeletalMeshComponent* Ptr) { return Ptr->bCollideWithEnvironment; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bCollideWithEnvironment_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bCollideWithEnvironment = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bDeferKinematicBoneUpdate_GET(USkeletalMeshComponent* Ptr) { return Ptr->bDeferKinematicBoneUpdate; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bDeferKinematicBoneUpdate_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bDeferKinematicBoneUpdate = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bDeferredKinematicUpdate_GET(USkeletalMeshComponent* Ptr) { return Ptr->bDeferredKinematicUpdate; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bDeferredKinematicUpdate_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bDeferredKinematicUpdate = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bDisableClothSimulation_GET(USkeletalMeshComponent* Ptr) { return Ptr->bDisableClothSimulation; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bDisableClothSimulation_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bDisableClothSimulation = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bEnableLineCheckWithBounds_GET(USkeletalMeshComponent* Ptr) { return Ptr->bEnableLineCheckWithBounds; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bEnableLineCheckWithBounds_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bEnableLineCheckWithBounds = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bEnablePerPolyCollision_GET(USkeletalMeshComponent* Ptr) { return Ptr->bEnablePerPolyCollision; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bEnablePerPolyCollision_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bEnablePerPolyCollision = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bEnablePhysicsOnDedicatedServer_GET(USkeletalMeshComponent* Ptr) { return Ptr->bEnablePhysicsOnDedicatedServer; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bEnablePhysicsOnDedicatedServer_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bEnablePhysicsOnDedicatedServer = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_BendingStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->BendingStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_BendingStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->BendingStiffness = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bForceRefpose_GET(USkeletalMeshComponent* Ptr) { return Ptr->bForceRefpose; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bForceRefpose_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bForceRefpose = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bHasValidBodies_GET(USkeletalMeshComponent* Ptr) { return Ptr->bHasValidBodies; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bHasValidBodies_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bHasValidBodies = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bIncludeComponentLocationIntoBounds_GET(USkeletalMeshComponent* Ptr) { return Ptr->bIncludeComponentLocationIntoBounds; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bIncludeComponentLocationIntoBounds_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bIncludeComponentLocationIntoBounds = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bIsAutonomousTickPose_GET(USkeletalMeshComponent* Ptr) { return Ptr->bIsAutonomousTickPose; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bIsAutonomousTickPose_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bIsAutonomousTickPose = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bLocalSpaceKinematics_GET(USkeletalMeshComponent* Ptr) { return Ptr->bLocalSpaceKinematics; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bLocalSpaceKinematics_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bLocalSpaceKinematics = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bLocalSpaceSimulation_GET(USkeletalMeshComponent* Ptr) { return Ptr->bLocalSpaceSimulation; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bLocalSpaceSimulation_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bLocalSpaceSimulation = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bNoSkeletonUpdate_GET(USkeletalMeshComponent* Ptr) { return Ptr->bNoSkeletonUpdate; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bNoSkeletonUpdate_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bNoSkeletonUpdate = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bOldForceRefPose_GET(USkeletalMeshComponent* Ptr) { return Ptr->bOldForceRefPose; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bOldForceRefPose_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bOldForceRefPose = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bOnlyAllowAutonomousTickPose_GET(USkeletalMeshComponent* Ptr) { return Ptr->bOnlyAllowAutonomousTickPose; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bOnlyAllowAutonomousTickPose_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bOnlyAllowAutonomousTickPose = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bPauseAnims_GET(USkeletalMeshComponent* Ptr) { return Ptr->bPauseAnims; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bPauseAnims_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bPauseAnims = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bPrevDisableClothSimulation_GET(USkeletalMeshComponent* Ptr) { return Ptr->bPrevDisableClothSimulation; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bPrevDisableClothSimulation_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bPrevDisableClothSimulation = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bPropagateCurvesToSlaves_GET(USkeletalMeshComponent* Ptr) { return Ptr->bPropagateCurvesToSlaves; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bPropagateCurvesToSlaves_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bPropagateCurvesToSlaves = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bRequiredBonesUpToDate_GET(USkeletalMeshComponent* Ptr) { return Ptr->bRequiredBonesUpToDate; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bRequiredBonesUpToDate_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bRequiredBonesUpToDate = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bResetAfterTeleport_GET(USkeletalMeshComponent* Ptr) { return Ptr->bResetAfterTeleport; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bResetAfterTeleport_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bResetAfterTeleport = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bShowPrePhysBones_GET(USkeletalMeshComponent* Ptr) { return Ptr->bShowPrePhysBones; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bShowPrePhysBones_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bShowPrePhysBones = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bSimulationUpdatesChildTransforms_GET(USkeletalMeshComponent* Ptr) { return Ptr->bSimulationUpdatesChildTransforms; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bSimulationUpdatesChildTransforms_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bSimulationUpdatesChildTransforms = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bSkipBoundsUpdateWhenInterpolating_GET(USkeletalMeshComponent* Ptr) { return Ptr->bSkipBoundsUpdateWhenInterpolating; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bSkipBoundsUpdateWhenInterpolating_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bSkipBoundsUpdateWhenInterpolating = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bSkipKinematicUpdateWhenInterpolating_GET(USkeletalMeshComponent* Ptr) { return Ptr->bSkipKinematicUpdateWhenInterpolating; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bSkipKinematicUpdateWhenInterpolating_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bSkipKinematicUpdateWhenInterpolating = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUpdateJointsFromAnimation_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUpdateJointsFromAnimation; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUpdateJointsFromAnimation_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUpdateJointsFromAnimation = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUpdateOverlapsOnAnimationFinalize_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUpdateOverlapsOnAnimationFinalize; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUpdateOverlapsOnAnimationFinalize_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUpdateOverlapsOnAnimationFinalize = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseBendingElements_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseBendingElements; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseBendingElements_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseBendingElements = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseContinuousCollisionDetection_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseContinuousCollisionDetection; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseContinuousCollisionDetection_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseContinuousCollisionDetection = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseRefPoseOnInitAnim_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseRefPoseOnInitAnim; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseRefPoseOnInitAnim_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseRefPoseOnInitAnim = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseSelfCollisions_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseSelfCollisions; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseSelfCollisions_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseSelfCollisions = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseTetrahedralConstraints_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseTetrahedralConstraints; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseTetrahedralConstraints_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseTetrahedralConstraints = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_bUseThinShellVolumeConstraints_GET(USkeletalMeshComponent* Ptr) { return Ptr->bUseThinShellVolumeConstraints; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_bUseThinShellVolumeConstraints_SET(USkeletalMeshComponent* Ptr, uint8 Value) { Ptr->bUseThinShellVolumeConstraints = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_ClothBlendWeight_GET(USkeletalMeshComponent* Ptr) { return Ptr->ClothBlendWeight; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_ClothBlendWeight_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->ClothBlendWeight = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_ClothMaxDistanceScale_GET(USkeletalMeshComponent* Ptr) { return Ptr->ClothMaxDistanceScale; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_ClothMaxDistanceScale_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->ClothMaxDistanceScale = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_EdgeStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->EdgeStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_EdgeStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->EdgeStiffness = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_GlobalAnimRateScale_GET(USkeletalMeshComponent* Ptr) { return Ptr->GlobalAnimRateScale; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_GlobalAnimRateScale_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->GlobalAnimRateScale = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_LineCheckBoundsScale_GET(USkeletalMeshComponent* Ptr) { return (INT_PTR)&(Ptr->LineCheckBoundsScale); } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_LineCheckBoundsScale_SET(USkeletalMeshComponent* Ptr, INT_PTR Value) { Ptr->LineCheckBoundsScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_RagdollAggregateThreshold_GET(USkeletalMeshComponent* Ptr) { return Ptr->RagdollAggregateThreshold; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_RagdollAggregateThreshold_SET(USkeletalMeshComponent* Ptr, int32 Value) { Ptr->RagdollAggregateThreshold = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_RootBoneTranslation_GET(USkeletalMeshComponent* Ptr) { return (INT_PTR)&(Ptr->RootBoneTranslation); } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_RootBoneTranslation_SET(USkeletalMeshComponent* Ptr, INT_PTR Value) { Ptr->RootBoneTranslation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_ShapeTargetStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->ShapeTargetStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_ShapeTargetStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->ShapeTargetStiffness = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_StrainLimitingStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->StrainLimitingStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_StrainLimitingStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->StrainLimitingStiffness = Value; } DOTNET_EXPORT auto E_PROP_USkeletalMeshComponent_VolumeStiffness_GET(USkeletalMeshComponent* Ptr) { return Ptr->VolumeStiffness; } DOTNET_EXPORT void E_PROP_USkeletalMeshComponent_VolumeStiffness_SET(USkeletalMeshComponent* Ptr, float Value) { Ptr->VolumeStiffness = Value; } DOTNET_EXPORT INT_PTR E_NewObject_USkeletalMeshComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USkeletalMeshComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USkeletalMeshComponent_AllowAnimCurveEvaluation(USkeletalMeshComponent* Self, char* NameOfCurve, bool bAllow) { auto _p0 = ConvertFromManage_FName(NameOfCurve); auto _p1 = bAllow; Self->AllowAnimCurveEvaluation(_p0, _p1); } DOTNET_EXPORT auto E_USkeletalMeshComponent_BindClothToMasterPoseComponent(USkeletalMeshComponent* Self) { Self->BindClothToMasterPoseComponent(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ClearMorphTargets(USkeletalMeshComponent* Self) { Self->ClearMorphTargets(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_CreateBodySetup(USkeletalMeshComponent* Self) { Self->CreateBodySetup(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ForceClothNextUpdateTeleport(USkeletalMeshComponent* Self) { Self->ForceClothNextUpdateTeleport(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ForceClothNextUpdateTeleportAndReset(USkeletalMeshComponent* Self) { Self->ForceClothNextUpdateTeleportAndReset(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetAllowedAnimCurveEvaluate(USkeletalMeshComponent* Self) { return Self->GetAllowedAnimCurveEvaluate(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetClothMaxDistanceScale(USkeletalMeshComponent* Self) { return Self->GetClothMaxDistanceScale(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetDisableAnimCurves(USkeletalMeshComponent* Self) { return Self->GetDisableAnimCurves(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetDisablePostProcessBlueprint(USkeletalMeshComponent* Self) { return Self->GetDisablePostProcessBlueprint(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetMorphTarget(USkeletalMeshComponent* Self, char* MorphTargetName) { auto _p0 = ConvertFromManage_FName(MorphTargetName); return Self->GetMorphTarget(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetPlayRate(USkeletalMeshComponent* Self) { return Self->GetPlayRate(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_GetPosition(USkeletalMeshComponent* Self) { return Self->GetPosition(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_HasValidAnimationInstance(USkeletalMeshComponent* Self) { return Self->HasValidAnimationInstance(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_InitializeAnimScriptInstance(USkeletalMeshComponent* Self, bool bForceReinit) { auto _p0 = bForceReinit; return Self->InitializeAnimScriptInstance(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_IsClothingSimulationSuspended(USkeletalMeshComponent* Self) { return Self->IsClothingSimulationSuspended(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_IsPlaying(USkeletalMeshComponent* Self) { return Self->IsPlaying(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_IsWindEnabled(USkeletalMeshComponent* Self) { return Self->IsWindEnabled(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_Play(USkeletalMeshComponent* Self, bool bLooping) { auto _p0 = bLooping; Self->Play(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ResetAllowedAnimCurveEvaluation(USkeletalMeshComponent* Self) { Self->ResetAllowedAnimCurveEvaluation(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ResetAnimInstanceDynamics(USkeletalMeshComponent* Self, ETeleportType InTeleportType) { auto _p0 = InTeleportType; Self->ResetAnimInstanceDynamics(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ResetClothTeleportMode(USkeletalMeshComponent* Self) { Self->ResetClothTeleportMode(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ResumeClothingSimulation(USkeletalMeshComponent* Self) { Self->ResumeClothingSimulation(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetAllowAnimCurveEvaluation(USkeletalMeshComponent* Self, bool bInAllow) { auto _p0 = bInAllow; Self->SetAllowAnimCurveEvaluation(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetClothMaxDistanceScale(USkeletalMeshComponent* Self, float Scale) { auto _p0 = Scale; Self->SetClothMaxDistanceScale(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetDisableAnimCurves(USkeletalMeshComponent* Self, bool bInDisableAnimCurves) { auto _p0 = bInDisableAnimCurves; Self->SetDisableAnimCurves(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetDisablePostProcessBlueprint(USkeletalMeshComponent* Self, bool bInDisablePostProcess) { auto _p0 = bInDisablePostProcess; Self->SetDisablePostProcessBlueprint(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetMorphTarget(USkeletalMeshComponent* Self, char* MorphTargetName, float Value, bool bRemoveZeroWeight) { auto _p0 = ConvertFromManage_FName(MorphTargetName); auto _p1 = Value; auto _p2 = bRemoveZeroWeight; Self->SetMorphTarget(_p0, _p1, _p2); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetPlayRate(USkeletalMeshComponent* Self, float Rate) { auto _p0 = Rate; Self->SetPlayRate(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetPosition(USkeletalMeshComponent* Self, float InPos, bool bFireNotifies) { auto _p0 = InPos; auto _p1 = bFireNotifies; Self->SetPosition(_p0, _p1); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SetUpdateAnimationInEditor(USkeletalMeshComponent* Self, bool NewUpdateState) { auto _p0 = NewUpdateState; Self->SetUpdateAnimationInEditor(_p0); } DOTNET_EXPORT auto E_USkeletalMeshComponent_Stop(USkeletalMeshComponent* Self) { Self->Stop(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_SuspendClothingSimulation(USkeletalMeshComponent* Self) { Self->SuspendClothingSimulation(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_ToggleDisablePostProcessBlueprint(USkeletalMeshComponent* Self) { Self->ToggleDisablePostProcessBlueprint(); } DOTNET_EXPORT auto E_USkeletalMeshComponent_UnbindClothFromMasterPoseComponent(USkeletalMeshComponent* Self, bool bRestoreSimulationSpace) { auto _p0 = bRestoreSimulationSpace; Self->UnbindClothFromMasterPoseComponent(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PrestreamTextures(UMeshComponent* Self, float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bPrioritizeCharacterTextures; auto _p2 = CinematicTextureGroups; ((UManageSkeletalMeshComponent*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetTextureForceResidentFlag(UMeshComponent* Self, bool bForceMiplevelsToBeResident) { auto _p0 = bForceMiplevelsToBeResident; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetTextureForceResidentFlag(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnComponentCollisionSettingsChanged(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetAllMassScale(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetAllUseCCD(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetAngularDamping(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetEnableGravity(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetLinearDamping(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UnWeldChildren(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__UnWeldChildren(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UnWeldFromParent(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__UnWeldFromParent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__UpdatePhysicsToRBChannels(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__WakeAllRigidBodies(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageSkeletalMeshComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UpdateBounds(USceneComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageSkeletalMeshComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSkeletalMeshComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_BeginPlay(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_Deactivate(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSkeletalMeshComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_InitializeComponent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSkeletalMeshComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnComponentCreated(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSkeletalMeshComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnRegister(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnUnregister(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSkeletalMeshComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSkeletalMeshComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_ToggleActive(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_UninitializeComponent(UActorComponent* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_BeginDestroy(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_FinishDestroy(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostCDOContruct(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostEditImport(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostInitProperties(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostLoad(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostNetReceive(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostRepNotifies(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSkeletalMeshComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PreDestroyFromReplication(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_PreNetReceive(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_ShutdownAfterError(UObject* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USkeletalMeshComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSkeletalMeshComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USphereReflectionCaptureComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USphereReflectionCaptureComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/SphereReflectionCaptureComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SphereReflectionCaptureComponent.h:13 extern "C" { DOTNET_EXPORT auto E_PROP_USphereReflectionCaptureComponent_CaptureDistanceScale_GET(USphereReflectionCaptureComponent* Ptr) { return Ptr->CaptureDistanceScale; } DOTNET_EXPORT void E_PROP_USphereReflectionCaptureComponent_CaptureDistanceScale_SET(USphereReflectionCaptureComponent* Ptr, float Value) { Ptr->CaptureDistanceScale = Value; } DOTNET_EXPORT auto E_PROP_USphereReflectionCaptureComponent_InfluenceRadius_GET(USphereReflectionCaptureComponent* Ptr) { return Ptr->InfluenceRadius; } DOTNET_EXPORT void E_PROP_USphereReflectionCaptureComponent_InfluenceRadius_SET(USphereReflectionCaptureComponent* Ptr, float Value) { Ptr->InfluenceRadius = Value; } DOTNET_EXPORT auto E_PROP_USphereReflectionCaptureComponent_PreviewInfluenceRadius_GET(USphereReflectionCaptureComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PreviewInfluenceRadius); } DOTNET_EXPORT void E_PROP_USphereReflectionCaptureComponent_PreviewInfluenceRadius_SET(USphereReflectionCaptureComponent* Ptr, UDrawSphereComponent* Value) { Ptr->PreviewInfluenceRadius = Value; } DOTNET_EXPORT INT_PTR E_NewObject_USphereReflectionCaptureComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USphereReflectionCaptureComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPlayer.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePlayer.h" #include "Runtime/Engine/Classes/Engine/Player.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\Player.h:17 extern "C" { DOTNET_EXPORT auto E_PROP_UPlayer_ConfiguredInternetSpeed_GET(UPlayer* Ptr) { return Ptr->ConfiguredInternetSpeed; } DOTNET_EXPORT void E_PROP_UPlayer_ConfiguredInternetSpeed_SET(UPlayer* Ptr, int32 Value) { Ptr->ConfiguredInternetSpeed = Value; } DOTNET_EXPORT auto E_PROP_UPlayer_ConfiguredLanSpeed_GET(UPlayer* Ptr) { return Ptr->ConfiguredLanSpeed; } DOTNET_EXPORT void E_PROP_UPlayer_ConfiguredLanSpeed_SET(UPlayer* Ptr, int32 Value) { Ptr->ConfiguredLanSpeed = Value; } DOTNET_EXPORT auto E_PROP_UPlayer_CurrentNetSpeed_GET(UPlayer* Ptr) { return Ptr->CurrentNetSpeed; } DOTNET_EXPORT void E_PROP_UPlayer_CurrentNetSpeed_SET(UPlayer* Ptr, int32 Value) { Ptr->CurrentNetSpeed = Value; } DOTNET_EXPORT auto E_PROP_UPlayer_PlayerController_GET(UPlayer* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PlayerController); } DOTNET_EXPORT void E_PROP_UPlayer_PlayerController_SET(UPlayer* Ptr, APlayerController* Value) { Ptr->PlayerController = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPlayer(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPlayer>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPlayer_ConsoleCommand(UPlayer* Self, char* Cmd, bool bWriteToLog) { auto _p0 = ConvertFromManage_FString(Cmd); auto _p1 = bWriteToLog; return ConvertToManage_StringWrapper(Self->ConsoleCommand(_p0, _p1)); } DOTNET_EXPORT auto E_UPlayer_GetPlayerController(UPlayer* Self, UWorld* InWorld) { auto _p0 = InWorld; return ConvertToManage_ObjectPointerDescription(Self->GetPlayerController(_p0)); } DOTNET_EXPORT auto E_UPlayer_SwitchController(UPlayer* Self, APlayerController* PC) { auto _p0 = PC; Self->SwitchController(_p0); } DOTNET_EXPORT auto E__Supper__UPlayer_BeginDestroy(UObject* Self) { ((UManagePlayer*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UPlayer_FinishDestroy(UObject* Self) { ((UManagePlayer*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UPlayer_MarkAsEditorOnlySubobject(UObject* Self) { ((UManagePlayer*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostCDOContruct(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostEditImport(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostInitProperties(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostLoad(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostNetReceive(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostRepNotifies(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UPlayer_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManagePlayer*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UPlayer_PreDestroyFromReplication(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UPlayer_PreNetReceive(UObject* Self) { ((UManagePlayer*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UPlayer_ShutdownAfterError(UObject* Self) { ((UManagePlayer*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UPlayer_CreateCluster(UObjectBaseUtility* Self) { ((UManagePlayer*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UPlayer_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManagePlayer*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UFloatingPawnMovement.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageFloatingPawnMovement.h" #include "Runtime/Engine/Classes/GameFramework/FloatingPawnMovement.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\FloatingPawnMovement.h:22 class E_PROTECTED_WRAP_UFloatingPawnMovement : protected UFloatingPawnMovement { public: void ApplyControlInputToVelocity_WRAP(float DeltaTime) { ApplyControlInputToVelocity(DeltaTime); } bool LimitWorldBounds_WRAP() { return LimitWorldBounds(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UFloatingPawnMovement_Acceleration_GET(UFloatingPawnMovement* Ptr) { return Ptr->Acceleration; } DOTNET_EXPORT void E_PROP_UFloatingPawnMovement_Acceleration_SET(UFloatingPawnMovement* Ptr, float Value) { Ptr->Acceleration = Value; } DOTNET_EXPORT auto E_PROP_UFloatingPawnMovement_Deceleration_GET(UFloatingPawnMovement* Ptr) { return Ptr->Deceleration; } DOTNET_EXPORT void E_PROP_UFloatingPawnMovement_Deceleration_SET(UFloatingPawnMovement* Ptr, float Value) { Ptr->Deceleration = Value; } DOTNET_EXPORT auto E_PROP_UFloatingPawnMovement_MaxSpeed_GET(UFloatingPawnMovement* Ptr) { return Ptr->MaxSpeed; } DOTNET_EXPORT void E_PROP_UFloatingPawnMovement_MaxSpeed_SET(UFloatingPawnMovement* Ptr, float Value) { Ptr->MaxSpeed = Value; } DOTNET_EXPORT auto E_PROP_UFloatingPawnMovement_TurningBoost_GET(UFloatingPawnMovement* Ptr) { return Ptr->TurningBoost; } DOTNET_EXPORT void E_PROP_UFloatingPawnMovement_TurningBoost_SET(UFloatingPawnMovement* Ptr, float Value) { Ptr->TurningBoost = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UFloatingPawnMovement(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UFloatingPawnMovement>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UFloatingPawnMovement_ApplyControlInputToVelocity(UFloatingPawnMovement* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UFloatingPawnMovement*)Self)->ApplyControlInputToVelocity_WRAP(_p0); } DOTNET_EXPORT auto E_UFloatingPawnMovement_LimitWorldBounds(UFloatingPawnMovement* Self) { return ((E_PROTECTED_WRAP_UFloatingPawnMovement*)Self)->LimitWorldBounds_WRAP(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_ApplyControlInputToVelocity(UFloatingPawnMovement* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageFloatingPawnMovement*)Self)->_Supper__ApplyControlInputToVelocity(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_StopActiveMovement(UNavMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__StopActiveMovement(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnTeleported(UMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageFloatingPawnMovement*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_StopMovementImmediately(UMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_UpdateTickRegistration(UMovementComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageFloatingPawnMovement*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_BeginPlay(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_Deactivate(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageFloatingPawnMovement*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_InitializeComponent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageFloatingPawnMovement*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnComponentCreated(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageFloatingPawnMovement*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnCreatePhysicsState(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnRegister(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnRep_IsActive(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnUnregister(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageFloatingPawnMovement*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageFloatingPawnMovement*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageFloatingPawnMovement*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageFloatingPawnMovement*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageFloatingPawnMovement*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_ToggleActive(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_UninitializeComponent(UActorComponent* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_BeginDestroy(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_FinishDestroy(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostCDOContruct(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostEditImport(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostInitProperties(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostLoad(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostNetReceive(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostRepNotifies(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageFloatingPawnMovement*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PreDestroyFromReplication(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_PreNetReceive(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_ShutdownAfterError(UObject* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_CreateCluster(UObjectBaseUtility* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UFloatingPawnMovement_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageFloatingPawnMovement*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USkinnedMeshComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/SkinnedMeshComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\SkinnedMeshComponent.h:195 extern "C" { DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_ForcedLodModel_GET(USkinnedMeshComponent* Ptr) { return Ptr->ForcedLodModel; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_ForcedLodModel_SET(USkinnedMeshComponent* Ptr, int32 Value) { Ptr->ForcedLodModel = Value; } DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_MaxDistanceFactor_GET(USkinnedMeshComponent* Ptr) { return Ptr->MaxDistanceFactor; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_MaxDistanceFactor_SET(USkinnedMeshComponent* Ptr, float Value) { Ptr->MaxDistanceFactor = Value; } DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_MinLodModel_GET(USkinnedMeshComponent* Ptr) { return Ptr->MinLodModel; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_MinLodModel_SET(USkinnedMeshComponent* Ptr, int32 Value) { Ptr->MinLodModel = Value; } DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_PredictedLODLevel_GET(USkinnedMeshComponent* Ptr) { return Ptr->PredictedLODLevel; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_PredictedLODLevel_SET(USkinnedMeshComponent* Ptr, int32 Value) { Ptr->PredictedLODLevel = Value; } DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_StreamingDistanceMultiplier_GET(USkinnedMeshComponent* Ptr) { return Ptr->StreamingDistanceMultiplier; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_StreamingDistanceMultiplier_SET(USkinnedMeshComponent* Ptr, float Value) { Ptr->StreamingDistanceMultiplier = Value; } DOTNET_EXPORT auto E_PROP_USkinnedMeshComponent_VisibilityBasedAnimTickOption_GET(USkinnedMeshComponent* Ptr) { return Ptr->VisibilityBasedAnimTickOption; } DOTNET_EXPORT void E_PROP_USkinnedMeshComponent_VisibilityBasedAnimTickOption_SET(USkinnedMeshComponent* Ptr, EVisibilityBasedAnimTickOption Value) { Ptr->VisibilityBasedAnimTickOption = Value; } DOTNET_EXPORT INT_PTR E_NewObject_USkinnedMeshComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USkinnedMeshComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_USkinnedMeshComponent_ClearMotionVector(USkinnedMeshComponent* Self) { Self->ClearMotionVector(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UWorld.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Engine/World.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\World.h:783 extern "C" { DOTNET_EXPORT auto E_PROP_UWorld_AudioTimeSeconds_GET(UWorld* Ptr) { return Ptr->AudioTimeSeconds; } DOTNET_EXPORT void E_PROP_UWorld_AudioTimeSeconds_SET(UWorld* Ptr, float Value) { Ptr->AudioTimeSeconds = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bActorsInitialized_GET(UWorld* Ptr) { return Ptr->bActorsInitialized; } DOTNET_EXPORT void E_PROP_UWorld_bActorsInitialized_SET(UWorld* Ptr, uint8 Value) { Ptr->bActorsInitialized = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bAggressiveLOD_GET(UWorld* Ptr) { return Ptr->bAggressiveLOD; } DOTNET_EXPORT void E_PROP_UWorld_bAggressiveLOD_SET(UWorld* Ptr, uint8 Value) { Ptr->bAggressiveLOD = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bAllowAudioPlayback_GET(UWorld* Ptr) { return Ptr->bAllowAudioPlayback; } DOTNET_EXPORT void E_PROP_UWorld_bAllowAudioPlayback_SET(UWorld* Ptr, uint8 Value) { Ptr->bAllowAudioPlayback = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bAreConstraintsDirty_GET(UWorld* Ptr) { return Ptr->bAreConstraintsDirty; } DOTNET_EXPORT void E_PROP_UWorld_bAreConstraintsDirty_SET(UWorld* Ptr, uint8 Value) { Ptr->bAreConstraintsDirty = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bBegunPlay_GET(UWorld* Ptr) { return Ptr->bBegunPlay; } DOTNET_EXPORT void E_PROP_UWorld_bBegunPlay_SET(UWorld* Ptr, uint8 Value) { Ptr->bBegunPlay = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bCreateRenderStateForHiddenComponents_GET(UWorld* Ptr) { return Ptr->bCreateRenderStateForHiddenComponents; } DOTNET_EXPORT void E_PROP_UWorld_bCreateRenderStateForHiddenComponents_SET(UWorld* Ptr, uint8 Value) { Ptr->bCreateRenderStateForHiddenComponents = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bDebugDrawAllTraceTags_GET(UWorld* Ptr) { return Ptr->bDebugDrawAllTraceTags; } DOTNET_EXPORT void E_PROP_UWorld_bDebugDrawAllTraceTags_SET(UWorld* Ptr, bool Value) { Ptr->bDebugDrawAllTraceTags = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bDebugPauseExecution_GET(UWorld* Ptr) { return Ptr->bDebugPauseExecution; } DOTNET_EXPORT void E_PROP_UWorld_bDebugPauseExecution_SET(UWorld* Ptr, uint8 Value) { Ptr->bDebugPauseExecution = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bDoDelayedUpdateCullDistanceVolumes_GET(UWorld* Ptr) { return Ptr->bDoDelayedUpdateCullDistanceVolumes; } DOTNET_EXPORT void E_PROP_UWorld_bDoDelayedUpdateCullDistanceVolumes_SET(UWorld* Ptr, uint8 Value) { Ptr->bDoDelayedUpdateCullDistanceVolumes = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bDropDetail_GET(UWorld* Ptr) { return Ptr->bDropDetail; } DOTNET_EXPORT void E_PROP_UWorld_bDropDetail_SET(UWorld* Ptr, uint8 Value) { Ptr->bDropDetail = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bInTick_GET(UWorld* Ptr) { return Ptr->bInTick; } DOTNET_EXPORT void E_PROP_UWorld_bInTick_SET(UWorld* Ptr, uint8 Value) { Ptr->bInTick = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsBuilt_GET(UWorld* Ptr) { return Ptr->bIsBuilt; } DOTNET_EXPORT void E_PROP_UWorld_bIsBuilt_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsBuilt = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsCameraMoveableWhenPaused_GET(UWorld* Ptr) { return Ptr->bIsCameraMoveableWhenPaused; } DOTNET_EXPORT void E_PROP_UWorld_bIsCameraMoveableWhenPaused_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsCameraMoveableWhenPaused = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsDefaultLevel_GET(UWorld* Ptr) { return Ptr->bIsDefaultLevel; } DOTNET_EXPORT void E_PROP_UWorld_bIsDefaultLevel_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsDefaultLevel = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsLevelStreamingFrozen_GET(UWorld* Ptr) { return Ptr->bIsLevelStreamingFrozen; } DOTNET_EXPORT void E_PROP_UWorld_bIsLevelStreamingFrozen_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsLevelStreamingFrozen = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsRunningConstructionScript_GET(UWorld* Ptr) { return Ptr->bIsRunningConstructionScript; } DOTNET_EXPORT void E_PROP_UWorld_bIsRunningConstructionScript_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsRunningConstructionScript = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsTearingDown_GET(UWorld* Ptr) { return Ptr->bIsTearingDown; } DOTNET_EXPORT void E_PROP_UWorld_bIsTearingDown_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsTearingDown = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bIsWorldInitialized_GET(UWorld* Ptr) { return Ptr->bIsWorldInitialized; } DOTNET_EXPORT void E_PROP_UWorld_bIsWorldInitialized_SET(UWorld* Ptr, uint8 Value) { Ptr->bIsWorldInitialized = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bKismetScriptError_GET(UWorld* Ptr) { return Ptr->bKismetScriptError; } DOTNET_EXPORT void E_PROP_UWorld_bKismetScriptError_SET(UWorld* Ptr, uint8 Value) { Ptr->bKismetScriptError = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bMatchStarted_GET(UWorld* Ptr) { return Ptr->bMatchStarted; } DOTNET_EXPORT void E_PROP_UWorld_bMatchStarted_SET(UWorld* Ptr, uint8 Value) { Ptr->bMatchStarted = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bPlayersOnly_GET(UWorld* Ptr) { return Ptr->bPlayersOnly; } DOTNET_EXPORT void E_PROP_UWorld_bPlayersOnly_SET(UWorld* Ptr, uint8 Value) { Ptr->bPlayersOnly = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bPlayersOnlyPending_GET(UWorld* Ptr) { return Ptr->bPlayersOnlyPending; } DOTNET_EXPORT void E_PROP_UWorld_bPlayersOnlyPending_SET(UWorld* Ptr, uint8 Value) { Ptr->bPlayersOnlyPending = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bPostTickComponentUpdate_GET(UWorld* Ptr) { return Ptr->bPostTickComponentUpdate; } DOTNET_EXPORT void E_PROP_UWorld_bPostTickComponentUpdate_SET(UWorld* Ptr, uint8 Value) { Ptr->bPostTickComponentUpdate = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bRequestedBlockOnAsyncLoading_GET(UWorld* Ptr) { return Ptr->bRequestedBlockOnAsyncLoading; } DOTNET_EXPORT void E_PROP_UWorld_bRequestedBlockOnAsyncLoading_SET(UWorld* Ptr, uint8 Value) { Ptr->bRequestedBlockOnAsyncLoading = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bShouldSimulatePhysics_GET(UWorld* Ptr) { return Ptr->bShouldSimulatePhysics; } DOTNET_EXPORT void E_PROP_UWorld_bShouldSimulatePhysics_SET(UWorld* Ptr, uint8 Value) { Ptr->bShouldSimulatePhysics = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bStartup_GET(UWorld* Ptr) { return Ptr->bStartup; } DOTNET_EXPORT void E_PROP_UWorld_bStartup_SET(UWorld* Ptr, uint8 Value) { Ptr->bStartup = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bTickNewlySpawned_GET(UWorld* Ptr) { return Ptr->bTickNewlySpawned; } DOTNET_EXPORT void E_PROP_UWorld_bTickNewlySpawned_SET(UWorld* Ptr, uint8 Value) { Ptr->bTickNewlySpawned = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bTriggerPostLoadMap_GET(UWorld* Ptr) { return Ptr->bTriggerPostLoadMap; } DOTNET_EXPORT void E_PROP_UWorld_bTriggerPostLoadMap_SET(UWorld* Ptr, uint8 Value) { Ptr->bTriggerPostLoadMap = Value; } DOTNET_EXPORT auto E_PROP_UWorld_bWorldWasLoadedThisTick_GET(UWorld* Ptr) { return Ptr->bWorldWasLoadedThisTick; } DOTNET_EXPORT void E_PROP_UWorld_bWorldWasLoadedThisTick_SET(UWorld* Ptr, uint8 Value) { Ptr->bWorldWasLoadedThisTick = Value; } DOTNET_EXPORT auto E_PROP_UWorld_CommittedPersistentLevelName_GET(UWorld* Ptr) { return ConvertToManage_StringWrapper(Ptr->CommittedPersistentLevelName); } DOTNET_EXPORT void E_PROP_UWorld_CommittedPersistentLevelName_SET(UWorld* Ptr, char* Value) { Ptr->CommittedPersistentLevelName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_UWorld_DebugDrawTraceTag_GET(UWorld* Ptr) { return ConvertToManage_StringWrapper(Ptr->DebugDrawTraceTag); } DOTNET_EXPORT void E_PROP_UWorld_DebugDrawTraceTag_SET(UWorld* Ptr, char* Value) { Ptr->DebugDrawTraceTag = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_UWorld_DeltaTimeSeconds_GET(UWorld* Ptr) { return Ptr->DeltaTimeSeconds; } DOTNET_EXPORT void E_PROP_UWorld_DeltaTimeSeconds_SET(UWorld* Ptr, float Value) { Ptr->DeltaTimeSeconds = Value; } DOTNET_EXPORT auto E_PROP_UWorld_FlushLevelStreamingType_GET(UWorld* Ptr) { return Ptr->FlushLevelStreamingType; } DOTNET_EXPORT void E_PROP_UWorld_FlushLevelStreamingType_SET(UWorld* Ptr, EFlushLevelStreamingType Value) { Ptr->FlushLevelStreamingType = Value; } DOTNET_EXPORT auto E_PROP_UWorld_ForegroundLineBatcher_GET(UWorld* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->ForegroundLineBatcher); } DOTNET_EXPORT void E_PROP_UWorld_ForegroundLineBatcher_SET(UWorld* Ptr, ULineBatchComponent* Value) { Ptr->ForegroundLineBatcher = Value; } DOTNET_EXPORT auto E_PROP_UWorld_LastTimeUnbuiltLightingWasEncountered_GET(UWorld* Ptr) { return Ptr->LastTimeUnbuiltLightingWasEncountered; } DOTNET_EXPORT void E_PROP_UWorld_LastTimeUnbuiltLightingWasEncountered_SET(UWorld* Ptr, double Value) { Ptr->LastTimeUnbuiltLightingWasEncountered = Value; } DOTNET_EXPORT auto E_PROP_UWorld_LineBatcher_GET(UWorld* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->LineBatcher); } DOTNET_EXPORT void E_PROP_UWorld_LineBatcher_SET(UWorld* Ptr, ULineBatchComponent* Value) { Ptr->LineBatcher = Value; } DOTNET_EXPORT auto E_PROP_UWorld_NetworkManager_GET(UWorld* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->NetworkManager); } DOTNET_EXPORT void E_PROP_UWorld_NetworkManager_SET(UWorld* Ptr, AGameNetworkManager* Value) { Ptr->NetworkManager = Value; } DOTNET_EXPORT auto E_PROP_UWorld_NextSwitchCountdown_GET(UWorld* Ptr) { return Ptr->NextSwitchCountdown; } DOTNET_EXPORT void E_PROP_UWorld_NextSwitchCountdown_SET(UWorld* Ptr, float Value) { Ptr->NextSwitchCountdown = Value; } DOTNET_EXPORT auto E_PROP_UWorld_NextURL_GET(UWorld* Ptr) { return ConvertToManage_StringWrapper(Ptr->NextURL); } DOTNET_EXPORT void E_PROP_UWorld_NextURL_SET(UWorld* Ptr, char* Value) { Ptr->NextURL = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UWorld_NumTextureStreamingDirtyResources_GET(UWorld* Ptr) { return Ptr->NumTextureStreamingDirtyResources; } DOTNET_EXPORT void E_PROP_UWorld_NumTextureStreamingDirtyResources_SET(UWorld* Ptr, int32 Value) { Ptr->NumTextureStreamingDirtyResources = Value; } DOTNET_EXPORT auto E_PROP_UWorld_NumTextureStreamingUnbuiltComponents_GET(UWorld* Ptr) { return Ptr->NumTextureStreamingUnbuiltComponents; } DOTNET_EXPORT void E_PROP_UWorld_NumTextureStreamingUnbuiltComponents_SET(UWorld* Ptr, int32 Value) { Ptr->NumTextureStreamingUnbuiltComponents = Value; } DOTNET_EXPORT auto E_PROP_UWorld_OriginLocation_GET(UWorld* Ptr) { return (INT_PTR)&(Ptr->OriginLocation); } DOTNET_EXPORT void E_PROP_UWorld_OriginLocation_SET(UWorld* Ptr, INT_PTR Value) { Ptr->OriginLocation = *(FIntVector*)Value; } DOTNET_EXPORT auto E_PROP_UWorld_OriginOffsetThisFrame_GET(UWorld* Ptr) { return (INT_PTR)&(Ptr->OriginOffsetThisFrame); } DOTNET_EXPORT void E_PROP_UWorld_OriginOffsetThisFrame_SET(UWorld* Ptr, INT_PTR Value) { Ptr->OriginOffsetThisFrame = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UWorld_PauseDelay_GET(UWorld* Ptr) { return Ptr->PauseDelay; } DOTNET_EXPORT void E_PROP_UWorld_PauseDelay_SET(UWorld* Ptr, float Value) { Ptr->PauseDelay = Value; } DOTNET_EXPORT auto E_PROP_UWorld_PersistentLineBatcher_GET(UWorld* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PersistentLineBatcher); } DOTNET_EXPORT void E_PROP_UWorld_PersistentLineBatcher_SET(UWorld* Ptr, ULineBatchComponent* Value) { Ptr->PersistentLineBatcher = Value; } DOTNET_EXPORT auto E_PROP_UWorld_PlayerNum_GET(UWorld* Ptr) { return Ptr->PlayerNum; } DOTNET_EXPORT void E_PROP_UWorld_PlayerNum_SET(UWorld* Ptr, int32 Value) { Ptr->PlayerNum = Value; } DOTNET_EXPORT auto E_PROP_UWorld_RealTimeSeconds_GET(UWorld* Ptr) { return Ptr->RealTimeSeconds; } DOTNET_EXPORT void E_PROP_UWorld_RealTimeSeconds_SET(UWorld* Ptr, float Value) { Ptr->RealTimeSeconds = Value; } DOTNET_EXPORT auto E_PROP_UWorld_RequestedOriginLocation_GET(UWorld* Ptr) { return (INT_PTR)&(Ptr->RequestedOriginLocation); } DOTNET_EXPORT void E_PROP_UWorld_RequestedOriginLocation_SET(UWorld* Ptr, INT_PTR Value) { Ptr->RequestedOriginLocation = *(FIntVector*)Value; } DOTNET_EXPORT auto E_PROP_UWorld_StreamingLevelsPrefix_GET(UWorld* Ptr) { return ConvertToManage_StringWrapper(Ptr->StreamingLevelsPrefix); } DOTNET_EXPORT void E_PROP_UWorld_StreamingLevelsPrefix_SET(UWorld* Ptr, char* Value) { Ptr->StreamingLevelsPrefix = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_UWorld_StreamingVolumeUpdateDelay_GET(UWorld* Ptr) { return Ptr->StreamingVolumeUpdateDelay; } DOTNET_EXPORT void E_PROP_UWorld_StreamingVolumeUpdateDelay_SET(UWorld* Ptr, int32 Value) { Ptr->StreamingVolumeUpdateDelay = Value; } DOTNET_EXPORT auto E_PROP_UWorld_TimeSeconds_GET(UWorld* Ptr) { return Ptr->TimeSeconds; } DOTNET_EXPORT void E_PROP_UWorld_TimeSeconds_SET(UWorld* Ptr, float Value) { Ptr->TimeSeconds = Value; } DOTNET_EXPORT auto E_PROP_UWorld_UnpausedTimeSeconds_GET(UWorld* Ptr) { return Ptr->UnpausedTimeSeconds; } DOTNET_EXPORT void E_PROP_UWorld_UnpausedTimeSeconds_SET(UWorld* Ptr, float Value) { Ptr->UnpausedTimeSeconds = Value; } DOTNET_EXPORT auto E_PROP_UWorld_URL_GET(UWorld* Ptr) { return (INT_PTR)&(Ptr->URL); } DOTNET_EXPORT void E_PROP_UWorld_URL_SET(UWorld* Ptr, INT_PTR Value) { Ptr->URL = *(FURL*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_UWorld(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UWorld>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UWorld_AddController(UWorld* Self, AController* Controller) { auto _p0 = Controller; Self->AddController(_p0); } DOTNET_EXPORT auto E_UWorld_AddNetworkActor(UWorld* Self, AActor* Actor) { auto _p0 = Actor; Self->AddNetworkActor(_p0); } DOTNET_EXPORT auto E_UWorld_AddPawn(UWorld* Self, APawn* Pawn) { auto _p0 = Pawn; Self->AddPawn(_p0); } DOTNET_EXPORT auto E_UWorld_AllowLevelLoadRequests(UWorld* Self) { return Self->AllowLevelLoadRequests(); } DOTNET_EXPORT auto E_UWorld_AreActorsInitialized(UWorld* Self) { return Self->AreActorsInitialized(); } DOTNET_EXPORT auto E_UWorld_AreAlwaysLoadedLevelsLoaded(UWorld* Self) { return Self->AreAlwaysLoadedLevelsLoaded(); } DOTNET_EXPORT auto E_UWorld_AsyncLoadAlwaysLoadedLevelsForSeamlessTravel(UWorld* Self) { Self->AsyncLoadAlwaysLoadedLevelsForSeamlessTravel(); } DOTNET_EXPORT auto E_UWorld_BeginPlay(UWorld* Self) { Self->BeginPlay(); } DOTNET_EXPORT auto E_UWorld_BroadcastLevelsChanged(UWorld* Self) { Self->BroadcastLevelsChanged(); } DOTNET_EXPORT auto E_UWorld_BuildPIEPackagePrefix(UWorld* Self, int32 PIEInstanceID) { auto _p0 = PIEInstanceID; return ConvertToManage_StringWrapper(Self->BuildPIEPackagePrefix(_p0)); } DOTNET_EXPORT auto E_UWorld_CancelPendingMapChange(UWorld* Self) { Self->CancelPendingMapChange(); } DOTNET_EXPORT auto E_UWorld_CleanupActors(UWorld* Self) { Self->CleanupActors(); } DOTNET_EXPORT auto E_UWorld_CleanupWorld(UWorld* Self, bool bSessionEnded, bool bCleanupResources, UWorld* NewWorld) { auto _p0 = bSessionEnded; auto _p1 = bCleanupResources; auto _p2 = NewWorld; Self->CleanupWorld(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UWorld_ClearActorComponentEndOfFrameUpdate(UWorld* Self, UActorComponent* Component) { auto _p0 = Component; Self->ClearActorComponentEndOfFrameUpdate(_p0); } DOTNET_EXPORT auto E_UWorld_ClearStreamingLevels(UWorld* Self) { Self->ClearStreamingLevels(); } DOTNET_EXPORT auto E_UWorld_ClearWorldComponents(UWorld* Self) { Self->ClearWorldComponents(); } DOTNET_EXPORT auto E_UWorld_CommitMapChange(UWorld* Self) { Self->CommitMapChange(); } DOTNET_EXPORT auto E_UWorld_CommitModelSurfaces(UWorld* Self) { Self->CommitModelSurfaces(); } DOTNET_EXPORT auto E_UWorld_ConditionallyBuildStreamingData(UWorld* Self) { Self->ConditionallyBuildStreamingData(); } DOTNET_EXPORT auto E_UWorld_ContainsActor(UWorld* Self, AActor* Actor) { auto _p0 = Actor; return Self->ContainsActor(_p0); } DOTNET_EXPORT auto E_UWorld_ConvertToPIEPackageName(UWorld* Self, char* PackageName, int32 PIEInstanceID) { auto _p0 = ConvertFromManage_FString(PackageName); auto _p1 = PIEInstanceID; return ConvertToManage_StringWrapper(Self->ConvertToPIEPackageName(_p0, _p1)); } DOTNET_EXPORT auto E_UWorld_CopyGameState(UWorld* Self, AGameModeBase* FromGameMode, AGameStateBase* FromGameState) { auto _p0 = FromGameMode; auto _p1 = FromGameState; Self->CopyGameState(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_CreateFXSystem(UWorld* Self) { Self->CreateFXSystem(); } DOTNET_EXPORT auto E_UWorld_CreatePhysicsScene(UWorld* Self, AWorldSettings* Settings) { auto _p0 = Settings; Self->CreatePhysicsScene(_p0); } DOTNET_EXPORT auto E_UWorld_DebugDrawSceneQueries(UWorld* Self, char* UsedTraceTag) { auto _p0 = ConvertFromManage_FName(UsedTraceTag); return Self->DebugDrawSceneQueries(_p0); } DOTNET_EXPORT auto E_UWorld_DelayGarbageCollection(UWorld* Self) { Self->DelayGarbageCollection(); } DOTNET_EXPORT auto E_UWorld_DelayStreamingVolumeUpdates(UWorld* Self, int32 InFrameDelay) { auto _p0 = InFrameDelay; Self->DelayStreamingVolumeUpdates(_p0); } DOTNET_EXPORT auto E_UWorld_DestroyActor(UWorld* Self, AActor* Actor, bool bNetForce, bool bShouldModifyLevel) { auto _p0 = Actor; auto _p1 = bNetForce; auto _p2 = bShouldModifyLevel; return Self->DestroyActor(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UWorld_DestroyDemoNetDriver(UWorld* Self) { Self->DestroyDemoNetDriver(); } DOTNET_EXPORT auto E_UWorld_DestroyWorld(UWorld* Self, bool bInformEngineOfWorld, UWorld* NewWorld) { auto _p0 = bInformEngineOfWorld; auto _p1 = NewWorld; Self->DestroyWorld(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_DuplicateRequestedLevels(UWorld* Self, char* MapName) { auto _p0 = ConvertFromManage_FName(MapName); Self->DuplicateRequestedLevels(_p0); } DOTNET_EXPORT auto E_UWorld_DuplicateWorldForPIE(UWorld* Self, char* PackageName, UWorld* OwningWorld) { auto _p0 = ConvertFromManage_FString(PackageName); auto _p1 = OwningWorld; return ConvertToManage_ObjectPointerDescription(Self->DuplicateWorldForPIE(_p0, _p1)); } DOTNET_EXPORT auto E_UWorld_EditorDestroyActor(UWorld* Self, AActor* Actor, bool bShouldModifyLevel) { auto _p0 = Actor; auto _p1 = bShouldModifyLevel; return Self->EditorDestroyActor(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_EncroachingBlockingGeometry(UWorld* Self, AActor* TestActor, INT_PTR TestLocation, INT_PTR TestRotation, INT_PTR ProposedAdjustment) { auto _p0 = TestActor; auto _p1 = *(FVector*)TestLocation; auto _p2 = *(FRotator*)TestRotation; auto _p3 = (FVector*)ProposedAdjustment; return Self->EncroachingBlockingGeometry(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UWorld_EnsureCollisionTreeIsBuilt(UWorld* Self) { Self->EnsureCollisionTreeIsBuilt(); } DOTNET_EXPORT auto E_UWorld_FindTeleportSpot(UWorld* Self, AActor* TestActor, INT_PTR PlaceLocation, INT_PTR PlaceRotation) { auto _p0 = TestActor; auto& _p1 = *(FVector*)PlaceLocation; auto _p2 = *(FRotator*)PlaceRotation; return Self->FindTeleportSpot(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UWorld_FinishPhysicsSim(UWorld* Self) { Self->FinishPhysicsSim(); } DOTNET_EXPORT auto E_UWorld_FlushLevelStreaming(UWorld* Self, EFlushLevelStreamingType FlushType) { auto _p0 = FlushType; Self->FlushLevelStreaming(_p0); } DOTNET_EXPORT auto E_UWorld_ForceGarbageCollection(UWorld* Self, bool bFullPurge) { auto _p0 = bFullPurge; Self->ForceGarbageCollection(_p0); } DOTNET_EXPORT auto E_UWorld_GetActiveLevelCollectionIndex(UWorld* Self) { return Self->GetActiveLevelCollectionIndex(); } DOTNET_EXPORT auto E_UWorld_GetActorCount(UWorld* Self) { return Self->GetActorCount(); } DOTNET_EXPORT auto E_UWorld_GetAudioTimeSeconds(UWorld* Self) { return Self->GetAudioTimeSeconds(); } DOTNET_EXPORT auto E_UWorld_GetAuthGameMode(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetAuthGameMode()); } DOTNET_EXPORT auto E_UWorld_GetCanvasForDrawMaterialToRenderTarget(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCanvasForDrawMaterialToRenderTarget()); } DOTNET_EXPORT auto E_UWorld_GetCanvasForRenderingToTarget(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCanvasForRenderingToTarget()); } DOTNET_EXPORT auto E_UWorld_GetDefaultGravityZ(UWorld* Self) { return Self->GetDefaultGravityZ(); } DOTNET_EXPORT auto E_UWorld_GetDeltaSeconds(UWorld* Self) { return Self->GetDeltaSeconds(); } DOTNET_EXPORT auto E_UWorld_GetDetailMode(UWorld* Self) { return Self->GetDetailMode(); } DOTNET_EXPORT auto E_UWorld_GetFirstLocalPlayerFromController(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetFirstLocalPlayerFromController()); } DOTNET_EXPORT auto E_UWorld_GetFirstPlayerController(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetFirstPlayerController()); } DOTNET_EXPORT auto E_UWorld_GetGameState(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetGameState()); } DOTNET_EXPORT auto E_UWorld_GetGameViewport(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetGameViewport()); } DOTNET_EXPORT auto E_UWorld_GetGravityZ(UWorld* Self) { return Self->GetGravityZ(); } DOTNET_EXPORT auto E_UWorld_GetMapName(UWorld* Self) { return ConvertToManage_StringWrapper(Self->GetMapName()); } DOTNET_EXPORT auto E_UWorld_GetNetMode(UWorld* Self) { return Self->GetNetMode(); } DOTNET_EXPORT auto E_UWorld_GetNonDefaultPhysicsVolumeCount(UWorld* Self) { return Self->GetNonDefaultPhysicsVolumeCount(); } DOTNET_EXPORT auto E_UWorld_GetNumLevels(UWorld* Self) { return Self->GetNumLevels(); } DOTNET_EXPORT auto E_UWorld_GetNumPawns(UWorld* Self) { return Self->GetNumPawns(); } DOTNET_EXPORT auto E_UWorld_GetNumPlayerControllers(UWorld* Self) { return Self->GetNumPlayerControllers(); } DOTNET_EXPORT auto E_UWorld_GetProgressDenominator(UWorld* Self) { return Self->GetProgressDenominator(); } DOTNET_EXPORT auto E_UWorld_GetRealTimeSeconds(UWorld* Self) { return Self->GetRealTimeSeconds(); } DOTNET_EXPORT auto E_UWorld_GetShouldForceUnloadStreamingLevels(UWorld* Self) { return Self->GetShouldForceUnloadStreamingLevels(); } DOTNET_EXPORT auto E_UWorld_GetShouldForceVisibleStreamingLevels(UWorld* Self) { return Self->GetShouldForceVisibleStreamingLevels(); } DOTNET_EXPORT auto E_UWorld_GetTimeBetweenGarbageCollectionPasses(UWorld* Self) { return Self->GetTimeBetweenGarbageCollectionPasses(); } DOTNET_EXPORT auto E_UWorld_GetTimeSeconds(UWorld* Self) { return Self->GetTimeSeconds(); } DOTNET_EXPORT auto E_UWorld_GetUnpausedTimeSeconds(UWorld* Self) { return Self->GetUnpausedTimeSeconds(); } DOTNET_EXPORT auto E_UWorld_GetWorldSettings(UWorld* Self, bool bCheckStreamingPersistent, bool bChecked) { auto _p0 = bCheckStreamingPersistent; auto _p1 = bChecked; return ConvertToManage_ObjectPointerDescription(Self->GetWorldSettings(_p0, _p1)); } DOTNET_EXPORT auto E_UWorld_HandleTimelineScrubbed(UWorld* Self) { Self->HandleTimelineScrubbed(); } DOTNET_EXPORT auto E_UWorld_HasBegunPlay(UWorld* Self) { return Self->HasBegunPlay(); } DOTNET_EXPORT auto E_UWorld_HasDefaultPhysicsVolume(UWorld* Self) { return Self->HasDefaultPhysicsVolume(); } DOTNET_EXPORT auto E_UWorld_HasEndOfFrameUpdates(UWorld* Self) { return Self->HasEndOfFrameUpdates(); } DOTNET_EXPORT auto E_UWorld_HasMarkedObjectsPendingKill(UWorld* Self) { return Self->HasMarkedObjectsPendingKill(); } DOTNET_EXPORT auto E_UWorld_InitializeActorsForPlay(UWorld* Self, INT_PTR InURL, bool bResetTime) { auto& _p0 = *(FURL*)InURL; auto _p1 = bResetTime; Self->InitializeActorsForPlay(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_InitializeNewWorld(UWorld* Self) { Self->InitializeNewWorld(); } DOTNET_EXPORT auto E_UWorld_InitWorld(UWorld* Self) { Self->InitWorld(); } DOTNET_EXPORT auto E_UWorld_InvalidateModelSurface(UWorld* Self, bool bCurrentLevelOnly) { auto _p0 = bCurrentLevelOnly; Self->InvalidateModelSurface(_p0); } DOTNET_EXPORT auto E_UWorld_IsCameraMoveable(UWorld* Self) { return Self->IsCameraMoveable(); } DOTNET_EXPORT auto E_UWorld_IsClient(UWorld* Self) { return Self->IsClient(); } DOTNET_EXPORT auto E_UWorld_IsEditorWorld(UWorld* Self) { return Self->IsEditorWorld(); } DOTNET_EXPORT auto E_UWorld_IsGameWorld(UWorld* Self) { return Self->IsGameWorld(); } DOTNET_EXPORT auto E_UWorld_IsInSeamlessTravel(UWorld* Self) { return Self->IsInSeamlessTravel(); } DOTNET_EXPORT auto E_UWorld_IsMapChangeReady(UWorld* Self) { return Self->IsMapChangeReady(); } DOTNET_EXPORT auto E_UWorld_IsNavigationRebuilt(UWorld* Self) { return Self->IsNavigationRebuilt(); } DOTNET_EXPORT auto E_UWorld_IsNetMode(UWorld* Self, ENetMode Mode) { auto _p0 = Mode; return Self->IsNetMode(_p0); } DOTNET_EXPORT auto E_UWorld_IsPaused(UWorld* Self) { return Self->IsPaused(); } DOTNET_EXPORT auto E_UWorld_IsPlayInEditor(UWorld* Self) { return Self->IsPlayInEditor(); } DOTNET_EXPORT auto E_UWorld_IsPlayingClientReplay(UWorld* Self) { return Self->IsPlayingClientReplay(); } DOTNET_EXPORT auto E_UWorld_IsPlayingReplay(UWorld* Self) { return Self->IsPlayingReplay(); } DOTNET_EXPORT auto E_UWorld_IsPlayInMobilePreview(UWorld* Self) { return Self->IsPlayInMobilePreview(); } DOTNET_EXPORT auto E_UWorld_IsPlayInPreview(UWorld* Self) { return Self->IsPlayInPreview(); } DOTNET_EXPORT auto E_UWorld_IsPlayInVulkanPreview(UWorld* Self) { return Self->IsPlayInVulkanPreview(); } DOTNET_EXPORT auto E_UWorld_IsPreparingMapChange(UWorld* Self) { return Self->IsPreparingMapChange(); } DOTNET_EXPORT auto E_UWorld_IsPreviewWorld(UWorld* Self) { return Self->IsPreviewWorld(); } DOTNET_EXPORT auto E_UWorld_IsRecordingClientReplay(UWorld* Self) { return Self->IsRecordingClientReplay(); } DOTNET_EXPORT auto E_UWorld_IsServer(UWorld* Self) { return Self->IsServer(); } DOTNET_EXPORT auto E_UWorld_IsVisibilityRequestPending(UWorld* Self) { return Self->IsVisibilityRequestPending(); } DOTNET_EXPORT auto E_UWorld_K2_GetWorldSettings(UWorld* Self) { return ConvertToManage_ObjectPointerDescription(Self->K2_GetWorldSettings()); } DOTNET_EXPORT auto E_UWorld_LineTraceSingleByChannel(UWorld* Self, INT_PTR OutHit, INT_PTR Start, INT_PTR End, ECollisionChannel TraceChannel, INT_PTR Params, INT_PTR ResponseParam) { auto& _p0 = *(FHitResult*)OutHit; auto& _p1 = *(FVector*)Start; auto& _p2 = *(FVector*)End; auto _p3 = TraceChannel; auto& _p4 = *(FCollisionQueryParams*)Params; auto& _p5 = *(FCollisionResponseParams*)ResponseParam; return Self->LineTraceSingleByChannel(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_UWorld_LineTraceSingleByObjectType(UWorld* Self, INT_PTR OutHit, INT_PTR Start, INT_PTR End, INT_PTR ObjectQueryParams, INT_PTR Params) { auto& _p0 = *(FHitResult*)OutHit; auto& _p1 = *(FVector*)Start; auto& _p2 = *(FVector*)End; auto& _p3 = *(FCollisionObjectQueryParams*)ObjectQueryParams; auto& _p4 = *(FCollisionQueryParams*)Params; return Self->LineTraceSingleByObjectType(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UWorld_LineTraceSingleByProfile(UWorld* Self, INT_PTR OutHit, INT_PTR Start, INT_PTR End, char* ProfileName, INT_PTR Params) { auto& _p0 = *(FHitResult*)OutHit; auto& _p1 = *(FVector*)Start; auto& _p2 = *(FVector*)End; auto _p3 = ConvertFromManage_FName(ProfileName); auto& _p4 = *(FCollisionQueryParams*)Params; return Self->LineTraceSingleByProfile(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UWorld_LineTraceTestByChannel(UWorld* Self, INT_PTR Start, INT_PTR End, ECollisionChannel TraceChannel, INT_PTR Params, INT_PTR ResponseParam) { auto& _p0 = *(FVector*)Start; auto& _p1 = *(FVector*)End; auto _p2 = TraceChannel; auto& _p3 = *(FCollisionQueryParams*)Params; auto& _p4 = *(FCollisionResponseParams*)ResponseParam; return Self->LineTraceTestByChannel(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UWorld_LineTraceTestByObjectType(UWorld* Self, INT_PTR Start, INT_PTR End, INT_PTR ObjectQueryParams, INT_PTR Params) { auto& _p0 = *(FVector*)Start; auto& _p1 = *(FVector*)End; auto& _p2 = *(FCollisionObjectQueryParams*)ObjectQueryParams; auto& _p3 = *(FCollisionQueryParams*)Params; return Self->LineTraceTestByObjectType(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UWorld_LineTraceTestByProfile(UWorld* Self, INT_PTR Start, INT_PTR End, char* ProfileName, INT_PTR Params) { auto& _p0 = *(FVector*)Start; auto& _p1 = *(FVector*)End; auto _p2 = ConvertFromManage_FName(ProfileName); auto& _p3 = *(FCollisionQueryParams*)Params; return Self->LineTraceTestByProfile(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UWorld_Listen(UWorld* Self, INT_PTR InURL) { auto& _p0 = *(FURL*)InURL; return Self->Listen(_p0); } DOTNET_EXPORT auto E_UWorld_LoadSecondaryLevels(UWorld* Self, bool bForce) { auto _p0 = bForce; Self->LoadSecondaryLevels(_p0); } DOTNET_EXPORT auto E_UWorld_MarkActorComponentForNeededEndOfFrameUpdate(UWorld* Self, UActorComponent* Component, bool bForceGameThread) { auto _p0 = Component; auto _p1 = bForceGameThread; Self->MarkActorComponentForNeededEndOfFrameUpdate(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_MarkObjectsPendingKill(UWorld* Self) { Self->MarkObjectsPendingKill(); } DOTNET_EXPORT auto E_UWorld_NavigateTo(UWorld* Self, INT_PTR InLocation) { auto _p0 = *(FIntVector*)InLocation; Self->NavigateTo(_p0); } DOTNET_EXPORT auto E_UWorld_PerformGarbageCollectionAndCleanupActors(UWorld* Self) { Self->PerformGarbageCollectionAndCleanupActors(); } DOTNET_EXPORT auto E_UWorld_PopulateStreamingLevelsToConsider(UWorld* Self) { Self->PopulateStreamingLevelsToConsider(); } DOTNET_EXPORT auto E_UWorld_ProcessLevelStreamingVolumes(UWorld* Self, INT_PTR OverrideViewLocation) { auto _p0 = (FVector*)OverrideViewLocation; Self->ProcessLevelStreamingVolumes(_p0); } DOTNET_EXPORT auto E_UWorld_PropagateLightingScenarioChange(UWorld* Self) { Self->PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E_UWorld_RegisterAutoActivateCamera(UWorld* Self, ACameraActor* CameraActor, int32 PlayerIndex) { auto _p0 = CameraActor; auto _p1 = PlayerIndex; Self->RegisterAutoActivateCamera(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_RemapCompiledScriptActor(UWorld* Self, char* Str) { auto _p0 = ConvertFromManage_FString(Str); return Self->RemapCompiledScriptActor(_p0); } DOTNET_EXPORT auto E_UWorld_RemoveActor(UWorld* Self, AActor* Actor, bool bShouldModifyLevel) { auto _p0 = Actor; auto _p1 = bShouldModifyLevel; Self->RemoveActor(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_RemoveController(UWorld* Self, AController* Controller) { auto _p0 = Controller; Self->RemoveController(_p0); } DOTNET_EXPORT auto E_UWorld_RemoveNetworkActor(UWorld* Self, AActor* Actor) { auto _p0 = Actor; Self->RemoveNetworkActor(_p0); } DOTNET_EXPORT auto E_UWorld_RemovePawn(UWorld* Self, APawn* Pawn) { auto _p0 = Pawn; Self->RemovePawn(_p0); } DOTNET_EXPORT auto E_UWorld_RemovePIEPrefix(UWorld* Self, char* Source) { auto _p0 = ConvertFromManage_FString(Source); return ConvertToManage_StringWrapper(Self->RemovePIEPrefix(_p0)); } DOTNET_EXPORT auto E_UWorld_RemoveStreamingLevelAt(UWorld* Self, int32 IndexToRemove) { auto _p0 = IndexToRemove; return Self->RemoveStreamingLevelAt(_p0); } DOTNET_EXPORT auto E_UWorld_RenameToPIEWorld(UWorld* Self, int32 PIEInstanceID) { auto _p0 = PIEInstanceID; Self->RenameToPIEWorld(_p0); } DOTNET_EXPORT auto E_UWorld_RequestNewWorldOrigin(UWorld* Self, INT_PTR InNewOriginLocation) { auto _p0 = *(FIntVector*)InNewOriginLocation; Self->RequestNewWorldOrigin(_p0); } DOTNET_EXPORT auto E_UWorld_RequiresHitProxies(UWorld* Self) { return Self->RequiresHitProxies(); } DOTNET_EXPORT auto E_UWorld_RunTickGroup(UWorld* Self, ETickingGroup Group, bool bBlockTillComplete) { auto _p0 = Group; auto _p1 = bBlockTillComplete; Self->RunTickGroup(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_SeamlessTravel(UWorld* Self, char* InURL, bool bAbsolute) { auto _p0 = ConvertFromManage_FString(InURL); auto _p1 = bAbsolute; Self->SeamlessTravel(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_SendAllEndOfFrameUpdates(UWorld* Self) { Self->SendAllEndOfFrameUpdates(); } DOTNET_EXPORT auto E_UWorld_SetActiveLevelCollection(UWorld* Self, int32 LevelCollectionIndex) { auto _p0 = LevelCollectionIndex; Self->SetActiveLevelCollection(_p0); } DOTNET_EXPORT auto E_UWorld_SetGameMode(UWorld* Self, INT_PTR InURL) { auto& _p0 = *(FURL*)InURL; return Self->SetGameMode(_p0); } DOTNET_EXPORT auto E_UWorld_SetGameState(UWorld* Self, AGameStateBase* NewGameState) { auto _p0 = NewGameState; Self->SetGameState(_p0); } DOTNET_EXPORT auto E_UWorld_SetMapNeedsLightingFullyRebuilt(UWorld* Self, int32 InNumLightingUnbuiltObjects, int32 InNumUnbuiltReflectionCaptures) { auto _p0 = InNumLightingUnbuiltObjects; auto _p1 = InNumUnbuiltReflectionCaptures; Self->SetMapNeedsLightingFullyRebuilt(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_SetMaterialParameterCollectionInstanceNeedsUpdate(UWorld* Self) { Self->SetMaterialParameterCollectionInstanceNeedsUpdate(); } DOTNET_EXPORT auto E_UWorld_SetNewWorldOrigin(UWorld* Self, INT_PTR InNewOriginLocation) { auto _p0 = *(FIntVector*)InNewOriginLocation; return Self->SetNewWorldOrigin(_p0); } DOTNET_EXPORT auto E_UWorld_SetSeamlessTravelMidpointPause(UWorld* Self, bool bNowPaused) { auto _p0 = bNowPaused; Self->SetSeamlessTravelMidpointPause(_p0); } DOTNET_EXPORT auto E_UWorld_SetShouldForceUnloadStreamingLevels(UWorld* Self, bool bInShouldForceUnloadStreamingLevels) { auto _p0 = bInShouldForceUnloadStreamingLevels; Self->SetShouldForceUnloadStreamingLevels(_p0); } DOTNET_EXPORT auto E_UWorld_SetShouldForceVisibleStreamingLevels(UWorld* Self, bool bInShouldForceVisibleStreamingLevels) { auto _p0 = bInShouldForceVisibleStreamingLevels; Self->SetShouldForceVisibleStreamingLevels(_p0); } DOTNET_EXPORT auto E_UWorld_SetShouldTick(UWorld* Self, bool bInShouldTick) { auto _p0 = bInShouldTick; Self->SetShouldTick(_p0); } DOTNET_EXPORT auto E_UWorld_SetTimeUntilNextGarbageCollection(UWorld* Self, float MinTimeUntilNextPass) { auto _p0 = MinTimeUntilNextPass; Self->SetTimeUntilNextGarbageCollection(_p0); } DOTNET_EXPORT auto E_UWorld_SetupParameterCollectionInstances(UWorld* Self) { Self->SetupParameterCollectionInstances(); } DOTNET_EXPORT auto E_UWorld_SetupPhysicsTickFunctions(UWorld* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->SetupPhysicsTickFunctions(_p0); } DOTNET_EXPORT auto E_UWorld_ShouldTick(UWorld* Self) { return Self->ShouldTick(); } DOTNET_EXPORT auto E_UWorld_StartPhysicsSim(UWorld* Self) { Self->StartPhysicsSim(); } DOTNET_EXPORT auto E_UWorld_StripPIEPrefixFromPackageName(UWorld* Self, char* PackageName, char* Prefix) { auto _p0 = ConvertFromManage_FString(PackageName); auto _p1 = ConvertFromManage_FString(Prefix); return ConvertToManage_StringWrapper(Self->StripPIEPrefixFromPackageName(_p0, _p1)); } DOTNET_EXPORT auto E_UWorld_Tick(UWorld* Self, ELevelTick TickType, float DeltaSeconds) { auto _p0 = TickType; auto _p1 = DeltaSeconds; Self->Tick(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_TickNetClient(UWorld* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; Self->TickNetClient(_p0); } DOTNET_EXPORT auto E_UWorld_TimeSince(UWorld* Self, float Time) { auto _p0 = Time; return Self->TimeSince(_p0); } DOTNET_EXPORT auto E_UWorld_TransferBlueprintDebugReferences(UWorld* Self, UWorld* NewWorld) { auto _p0 = NewWorld; Self->TransferBlueprintDebugReferences(_p0); } DOTNET_EXPORT auto E_UWorld_TriggerStreamingDataRebuild(UWorld* Self) { Self->TriggerStreamingDataRebuild(); } DOTNET_EXPORT auto E_UWorld_UpdateAllSkyCaptures(UWorld* Self) { Self->UpdateAllSkyCaptures(); } DOTNET_EXPORT auto E_UWorld_UpdateCullDistanceVolumes(UWorld* Self, AActor* ActorToUpdate, UPrimitiveComponent* ComponentToUpdate) { auto _p0 = ActorToUpdate; auto _p1 = ComponentToUpdate; return Self->UpdateCullDistanceVolumes(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_UpdateLevelStreaming(UWorld* Self) { Self->UpdateLevelStreaming(); } DOTNET_EXPORT auto E_UWorld_UpdateParameterCollectionInstances(UWorld* Self, bool bUpdateInstanceUniformBuffers, bool bRecreateUniformBuffer) { auto _p0 = bUpdateInstanceUniformBuffers; auto _p1 = bRecreateUniformBuffer; Self->UpdateParameterCollectionInstances(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_UpdateWorldComponents(UWorld* Self, bool bRerunConstructionScripts, bool bCurrentLevelOnly) { auto _p0 = bRerunConstructionScripts; auto _p1 = bCurrentLevelOnly; Self->UpdateWorldComponents(_p0, _p1); } DOTNET_EXPORT auto E_UWorld_UsesGameHiddenFlags(UWorld* Self) { return Self->UsesGameHiddenFlags(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/APawn.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePawn.h" #include "Runtime/Engine/Classes/GameFramework/Pawn.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\Pawn.h:37 class E_PROTECTED_WRAP_APawn : protected APawn { public: UInputComponent* CreatePlayerInputComponent_WRAP() { return CreatePlayerInputComponent(); } void DestroyPlayerInputComponent_WRAP() { DestroyPlayerInputComponent(); } void SetupPlayerInputComponent_WRAP(UInputComponent* PlayerInputComponent) { SetupPlayerInputComponent(PlayerInputComponent); } }; extern "C" { DOTNET_EXPORT auto E_PROP_APawn_AllowedYawError_GET(APawn* Ptr) { return Ptr->AllowedYawError; } DOTNET_EXPORT void E_PROP_APawn_AllowedYawError_SET(APawn* Ptr, float Value) { Ptr->AllowedYawError = Value; } DOTNET_EXPORT auto E_PROP_APawn_AutoPossessAI_GET(APawn* Ptr) { return Ptr->AutoPossessAI; } DOTNET_EXPORT void E_PROP_APawn_AutoPossessAI_SET(APawn* Ptr, EAutoPossessAI Value) { Ptr->AutoPossessAI = Value; } DOTNET_EXPORT auto E_PROP_APawn_BaseEyeHeight_GET(APawn* Ptr) { return Ptr->BaseEyeHeight; } DOTNET_EXPORT void E_PROP_APawn_BaseEyeHeight_SET(APawn* Ptr, float Value) { Ptr->BaseEyeHeight = Value; } DOTNET_EXPORT auto E_PROP_APawn_BlendedReplayViewPitch_GET(APawn* Ptr) { return Ptr->BlendedReplayViewPitch; } DOTNET_EXPORT void E_PROP_APawn_BlendedReplayViewPitch_SET(APawn* Ptr, float Value) { Ptr->BlendedReplayViewPitch = Value; } DOTNET_EXPORT auto E_PROP_APawn_Controller_GET(APawn* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Controller); } DOTNET_EXPORT void E_PROP_APawn_Controller_SET(APawn* Ptr, AController* Value) { Ptr->Controller = Value; } DOTNET_EXPORT auto E_PROP_APawn_LastHitBy_GET(APawn* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->LastHitBy); } DOTNET_EXPORT void E_PROP_APawn_LastHitBy_SET(APawn* Ptr, AController* Value) { Ptr->LastHitBy = Value; } DOTNET_EXPORT auto E_PROP_APawn_RemoteViewPitch_GET(APawn* Ptr) { return Ptr->RemoteViewPitch; } DOTNET_EXPORT void E_PROP_APawn_RemoteViewPitch_SET(APawn* Ptr, uint8 Value) { Ptr->RemoteViewPitch = Value; } DOTNET_EXPORT INT_PTR E_NewObject_APawn(UObject* Parent, char* Name) { return (INT_PTR)NewObject<APawn>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_APawn_AddControllerPitchInput(APawn* Self, float Val) { auto _p0 = Val; Self->AddControllerPitchInput(_p0); } DOTNET_EXPORT auto E_APawn_AddControllerRollInput(APawn* Self, float Val) { auto _p0 = Val; Self->AddControllerRollInput(_p0); } DOTNET_EXPORT auto E_APawn_AddControllerYawInput(APawn* Self, float Val) { auto _p0 = Val; Self->AddControllerYawInput(_p0); } DOTNET_EXPORT auto E_APawn_AddMovementInput(APawn* Self, INT_PTR WorldDirection, float ScaleValue, bool bForce) { auto _p0 = *(FVector*)WorldDirection; auto _p1 = ScaleValue; auto _p2 = bForce; Self->AddMovementInput(_p0, _p1, _p2); } DOTNET_EXPORT auto E_APawn_ConsumeMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->ConsumeMovementInputVector()); } DOTNET_EXPORT auto E_APawn_CreatePlayerInputComponent(APawn* Self) { return ConvertToManage_ObjectPointerDescription(((E_PROTECTED_WRAP_APawn*)Self)->CreatePlayerInputComponent_WRAP()); } DOTNET_EXPORT auto E_APawn_DestroyPlayerInputComponent(APawn* Self) { ((E_PROTECTED_WRAP_APawn*)Self)->DestroyPlayerInputComponent_WRAP(); } DOTNET_EXPORT auto E_APawn_DetachFromControllerPendingDestroy(APawn* Self) { Self->DetachFromControllerPendingDestroy(); } DOTNET_EXPORT auto E_APawn_FaceRotation(APawn* Self, INT_PTR NewControlRotation, float DeltaTime) { auto _p0 = *(FRotator*)NewControlRotation; auto _p1 = DeltaTime; Self->FaceRotation(_p0, _p1); } DOTNET_EXPORT auto E_APawn_GetBaseAimRotation(APawn* Self) { return (INT_PTR) new FRotator(Self->GetBaseAimRotation()); } DOTNET_EXPORT auto E_APawn_GetController(APawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetController()); } DOTNET_EXPORT auto E_APawn_GetControlRotation(APawn* Self) { return (INT_PTR) new FRotator(Self->GetControlRotation()); } DOTNET_EXPORT auto E_APawn_GetDefaultHalfHeight(APawn* Self) { return Self->GetDefaultHalfHeight(); } DOTNET_EXPORT auto E_APawn_GetGravityDirection(APawn* Self) { return (INT_PTR) new FVector(Self->GetGravityDirection()); } DOTNET_EXPORT auto E_APawn_GetLastMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->GetLastMovementInputVector()); } DOTNET_EXPORT auto E_APawn_GetMovementBase(APawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetMovementBase()); } DOTNET_EXPORT auto E_APawn_GetMovementBaseActor(APawn* Self, APawn* Pawn) { auto _p0 = Pawn; return ConvertToManage_ObjectPointerDescription(Self->GetMovementBaseActor(_p0)); } DOTNET_EXPORT auto E_APawn_GetMovementComponent(APawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetMovementComponent()); } DOTNET_EXPORT auto E_APawn_GetPawnNoiseEmitterComponent(APawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPawnNoiseEmitterComponent()); } DOTNET_EXPORT auto E_APawn_GetPawnViewLocation(APawn* Self) { return (INT_PTR) new FVector(Self->GetPawnViewLocation()); } DOTNET_EXPORT auto E_APawn_GetPendingMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->GetPendingMovementInputVector()); } DOTNET_EXPORT auto E_APawn_GetPlayerState(APawn* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPlayerState()); } DOTNET_EXPORT auto E_APawn_GetViewRotation(APawn* Self) { return (INT_PTR) new FRotator(Self->GetViewRotation()); } DOTNET_EXPORT auto E_APawn_InFreeCam(APawn* Self) { return Self->InFreeCam(); } DOTNET_EXPORT auto E_APawn_InputEnabled(APawn* Self) { return Self->InputEnabled(); } DOTNET_EXPORT auto E_APawn_Internal_AddMovementInput(APawn* Self, INT_PTR WorldAccel, bool bForce) { auto _p0 = *(FVector*)WorldAccel; auto _p1 = bForce; Self->Internal_AddMovementInput(_p0, _p1); } DOTNET_EXPORT auto E_APawn_Internal_ConsumeMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->Internal_ConsumeMovementInputVector()); } DOTNET_EXPORT auto E_APawn_Internal_GetLastMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->Internal_GetLastMovementInputVector()); } DOTNET_EXPORT auto E_APawn_Internal_GetPendingMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->Internal_GetPendingMovementInputVector()); } DOTNET_EXPORT auto E_APawn_IsBotControlled(APawn* Self) { return Self->IsBotControlled(); } DOTNET_EXPORT auto E_APawn_IsControlled(APawn* Self) { return Self->IsControlled(); } DOTNET_EXPORT auto E_APawn_IsLocallyControlled(APawn* Self) { return Self->IsLocallyControlled(); } DOTNET_EXPORT auto E_APawn_IsMoveInputIgnored(APawn* Self) { return Self->IsMoveInputIgnored(); } DOTNET_EXPORT auto E_APawn_IsPlayerControlled(APawn* Self) { return Self->IsPlayerControlled(); } DOTNET_EXPORT auto E_APawn_K2_GetMovementInputVector(APawn* Self) { return (INT_PTR) new FVector(Self->K2_GetMovementInputVector()); } DOTNET_EXPORT auto E_APawn_LaunchPawn(APawn* Self, INT_PTR LaunchVelocity, bool bXYOverride, bool bZOverride) { auto _p0 = *(FVector*)LaunchVelocity; auto _p1 = bXYOverride; auto _p2 = bZOverride; Self->LaunchPawn(_p0, _p1, _p2); } DOTNET_EXPORT auto E_APawn_MoveIgnoreActorAdd(APawn* Self, AActor* ActorToIgnore) { auto _p0 = ActorToIgnore; Self->MoveIgnoreActorAdd(_p0); } DOTNET_EXPORT auto E_APawn_MoveIgnoreActorRemove(APawn* Self, AActor* ActorToIgnore) { auto _p0 = ActorToIgnore; Self->MoveIgnoreActorRemove(_p0); } DOTNET_EXPORT auto E_APawn_OnRep_Controller(APawn* Self) { Self->OnRep_Controller(); } DOTNET_EXPORT auto E_APawn_OnRep_PlayerState(APawn* Self) { Self->OnRep_PlayerState(); } DOTNET_EXPORT auto E_APawn_PawnClientRestart(APawn* Self) { Self->PawnClientRestart(); } DOTNET_EXPORT auto E_APawn_PawnMakeNoise(APawn* Self, float Loudness, INT_PTR NoiseLocation, bool bUseNoiseMakerLocation, AActor* NoiseMaker) { auto _p0 = Loudness; auto _p1 = *(FVector*)NoiseLocation; auto _p2 = bUseNoiseMakerLocation; auto _p3 = NoiseMaker; Self->PawnMakeNoise(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_APawn_PawnStartFire(APawn* Self, uint8 FireModeNum) { auto _p0 = FireModeNum; Self->PawnStartFire(_p0); } DOTNET_EXPORT auto E_APawn_PossessedBy(APawn* Self, AController* NewController) { auto _p0 = NewController; Self->PossessedBy(_p0); } DOTNET_EXPORT auto E_APawn_ReachedDesiredRotation(APawn* Self) { return Self->ReachedDesiredRotation(); } DOTNET_EXPORT auto E_APawn_RecalculateBaseEyeHeight(APawn* Self) { Self->RecalculateBaseEyeHeight(); } DOTNET_EXPORT auto E_APawn_ReceivePossessed(APawn* Self, AController* NewController) { auto _p0 = NewController; Self->ReceivePossessed(_p0); } DOTNET_EXPORT auto E_APawn_ReceiveUnpossessed(APawn* Self, AController* OldController) { auto _p0 = OldController; Self->ReceiveUnpossessed(_p0); } DOTNET_EXPORT auto E_APawn_Restart(APawn* Self) { Self->Restart(); } DOTNET_EXPORT auto E_APawn_SetCanAffectNavigationGeneration(APawn* Self, bool bNewValue, bool bForceUpdate) { auto _p0 = bNewValue; auto _p1 = bForceUpdate; Self->SetCanAffectNavigationGeneration(_p0, _p1); } DOTNET_EXPORT auto E_APawn_SetPlayerDefaults(APawn* Self) { Self->SetPlayerDefaults(); } DOTNET_EXPORT auto E_APawn_SetPlayerState(APawn* Self, APlayerState* NewPlayerState) { auto _p0 = NewPlayerState; Self->SetPlayerState(_p0); } DOTNET_EXPORT auto E_APawn_SetRemoteViewPitch(APawn* Self, float NewRemoteViewPitch) { auto _p0 = NewRemoteViewPitch; Self->SetRemoteViewPitch(_p0); } DOTNET_EXPORT auto E_APawn_SetupPlayerInputComponent(APawn* Self, UInputComponent* PlayerInputComponent) { auto _p0 = PlayerInputComponent; ((E_PROTECTED_WRAP_APawn*)Self)->SetupPlayerInputComponent_WRAP(_p0); } DOTNET_EXPORT auto E_APawn_ShouldTakeDamage(APawn* Self, float Damage, INT_PTR DamageEvent, AController* EventInstigator, AActor* DamageCauser) { auto _p0 = Damage; auto& _p1 = *(FDamageEvent*)DamageEvent; auto _p2 = EventInstigator; auto _p3 = DamageCauser; return Self->ShouldTakeDamage(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_APawn_SpawnDefaultController(APawn* Self) { Self->SpawnDefaultController(); } DOTNET_EXPORT auto E_APawn_TurnOff(APawn* Self) { Self->TurnOff(); } DOTNET_EXPORT auto E_APawn_UnPossessed(APawn* Self) { Self->UnPossessed(); } DOTNET_EXPORT auto E_APawn_UpdateNavAgent(APawn* Self) { Self->UpdateNavAgent(); } DOTNET_EXPORT auto E_APawn_UpdateNavigationRelevance(APawn* Self) { Self->UpdateNavigationRelevance(); } DOTNET_EXPORT auto E__Supper__APawn_AddControllerPitchInput(APawn* Self, float Val) { auto _p0 = Val; ((AManagePawn*)Self)->_Supper__AddControllerPitchInput(_p0); } DOTNET_EXPORT auto E__Supper__APawn_AddControllerRollInput(APawn* Self, float Val) { auto _p0 = Val; ((AManagePawn*)Self)->_Supper__AddControllerRollInput(_p0); } DOTNET_EXPORT auto E__Supper__APawn_AddControllerYawInput(APawn* Self, float Val) { auto _p0 = Val; ((AManagePawn*)Self)->_Supper__AddControllerYawInput(_p0); } DOTNET_EXPORT auto E__Supper__APawn_DestroyPlayerInputComponent(APawn* Self) { ((AManagePawn*)Self)->_Supper__DestroyPlayerInputComponent(); } DOTNET_EXPORT auto E__Supper__APawn_DetachFromControllerPendingDestroy(APawn* Self) { ((AManagePawn*)Self)->_Supper__DetachFromControllerPendingDestroy(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_Controller(APawn* Self) { ((AManagePawn*)Self)->_Supper__OnRep_Controller(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_PlayerState(APawn* Self) { ((AManagePawn*)Self)->_Supper__OnRep_PlayerState(); } DOTNET_EXPORT auto E__Supper__APawn_PawnClientRestart(APawn* Self) { ((AManagePawn*)Self)->_Supper__PawnClientRestart(); } DOTNET_EXPORT auto E__Supper__APawn_PawnStartFire(APawn* Self, uint8 FireModeNum) { auto _p0 = FireModeNum; ((AManagePawn*)Self)->_Supper__PawnStartFire(_p0); } DOTNET_EXPORT auto E__Supper__APawn_RecalculateBaseEyeHeight(APawn* Self) { ((AManagePawn*)Self)->_Supper__RecalculateBaseEyeHeight(); } DOTNET_EXPORT auto E__Supper__APawn_Restart(APawn* Self) { ((AManagePawn*)Self)->_Supper__Restart(); } DOTNET_EXPORT auto E__Supper__APawn_SetPlayerDefaults(APawn* Self) { ((AManagePawn*)Self)->_Supper__SetPlayerDefaults(); } DOTNET_EXPORT auto E__Supper__APawn_SpawnDefaultController(APawn* Self) { ((AManagePawn*)Self)->_Supper__SpawnDefaultController(); } DOTNET_EXPORT auto E__Supper__APawn_TurnOff(APawn* Self) { ((AManagePawn*)Self)->_Supper__TurnOff(); } DOTNET_EXPORT auto E__Supper__APawn_UnPossessed(APawn* Self) { ((AManagePawn*)Self)->_Supper__UnPossessed(); } DOTNET_EXPORT auto E__Supper__APawn_UpdateNavigationRelevance(APawn* Self) { ((AManagePawn*)Self)->_Supper__UpdateNavigationRelevance(); } DOTNET_EXPORT auto E__Supper__APawn_BeginPlay(AActor* Self) { ((AManagePawn*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__APawn_ClearCrossLevelReferences(AActor* Self) { ((AManagePawn*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__APawn_Destroyed(AActor* Self) { ((AManagePawn*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__APawn_ForceNetRelevant(AActor* Self) { ((AManagePawn*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__APawn_ForceNetUpdate(AActor* Self) { ((AManagePawn*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__APawn_GatherCurrentMovement(AActor* Self) { ((AManagePawn*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__APawn_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManagePawn*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__APawn_K2_DestroyActor(AActor* Self) { ((AManagePawn*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__APawn_LifeSpanExpired(AActor* Self) { ((AManagePawn*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__APawn_MarkComponentsAsPendingKill(AActor* Self) { ((AManagePawn*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__APawn_NotifyActorBeginCursorOver(AActor* Self) { ((AManagePawn*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__APawn_NotifyActorEndCursorOver(AActor* Self) { ((AManagePawn*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_AttachmentReplication(AActor* Self) { ((AManagePawn*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_Instigator(AActor* Self) { ((AManagePawn*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_Owner(AActor* Self) { ((AManagePawn*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_ReplicatedMovement(AActor* Self) { ((AManagePawn*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__APawn_OnRep_ReplicateMovement(AActor* Self) { ((AManagePawn*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__APawn_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManagePawn*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__APawn_OutsideWorldBounds(AActor* Self) { ((AManagePawn*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__APawn_PostActorCreated(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__APawn_PostInitializeComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__APawn_PostNetInit(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__APawn_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__APawn_PostNetReceivePhysicState(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__APawn_PostNetReceiveRole(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__APawn_PostRegisterAllComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APawn_PostUnregisterAllComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APawn_PreInitializeComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__APawn_PreRegisterAllComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APawn_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManagePawn*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__APawn_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManagePawn*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__APawn_RegisterAllComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APawn_ReregisterAllComponents(AActor* Self) { ((AManagePawn*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APawn_RerunConstructionScripts(AActor* Self) { ((AManagePawn*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__APawn_Reset(AActor* Self) { ((AManagePawn*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__APawn_RewindForReplay(AActor* Self) { ((AManagePawn*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__APawn_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManagePawn*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__APawn_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManagePawn*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__APawn_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManagePawn*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__APawn_TearOff(AActor* Self) { ((AManagePawn*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__APawn_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManagePawn*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__APawn_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManagePawn*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__APawn_TornOff(AActor* Self) { ((AManagePawn*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__APawn_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManagePawn*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__APawn_BeginDestroy(UObject* Self) { ((AManagePawn*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__APawn_FinishDestroy(UObject* Self) { ((AManagePawn*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__APawn_MarkAsEditorOnlySubobject(UObject* Self) { ((AManagePawn*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__APawn_PostCDOContruct(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__APawn_PostEditImport(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__APawn_PostInitProperties(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__APawn_PostLoad(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__APawn_PostNetReceive(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__APawn_PostRepNotifies(UObject* Self) { ((AManagePawn*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__APawn_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManagePawn*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__APawn_PreDestroyFromReplication(UObject* Self) { ((AManagePawn*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__APawn_PreNetReceive(UObject* Self) { ((AManagePawn*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__APawn_ShutdownAfterError(UObject* Self) { ((AManagePawn*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__APawn_CreateCluster(UObjectBaseUtility* Self) { ((AManagePawn*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__APawn_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManagePawn*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UMeshComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UMeshComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/MeshComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\MeshComponent.h:21 class E_PROTECTED_WRAP_UMeshComponent : protected UMeshComponent { public: void CacheMaterialParameterNameIndices_WRAP() { CacheMaterialParameterNameIndices(); } void MarkCachedMaterialParameterNameIndicesDirty_WRAP() { MarkCachedMaterialParameterNameIndicesDirty(); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UMeshComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UMeshComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UMeshComponent_CacheMaterialParameterNameIndices(UMeshComponent* Self) { ((E_PROTECTED_WRAP_UMeshComponent*)Self)->CacheMaterialParameterNameIndices_WRAP(); } DOTNET_EXPORT auto E_UMeshComponent_EmptyOverrideMaterials(UMeshComponent* Self) { Self->EmptyOverrideMaterials(); } DOTNET_EXPORT auto E_UMeshComponent_GetMaterialIndex(UMeshComponent* Self, char* MaterialSlotName) { auto _p0 = ConvertFromManage_FName(MaterialSlotName); return Self->GetMaterialIndex(_p0); } DOTNET_EXPORT auto E_UMeshComponent_GetNumOverrideMaterials(UMeshComponent* Self) { return Self->GetNumOverrideMaterials(); } DOTNET_EXPORT auto E_UMeshComponent_GetScalarParameterDefaultValue(UMeshComponent* Self, char* ParameterName) { auto _p0 = ConvertFromManage_FName(ParameterName); return Self->GetScalarParameterDefaultValue(_p0); } DOTNET_EXPORT auto E_UMeshComponent_IsMaterialSlotNameValid(UMeshComponent* Self, char* MaterialSlotName) { auto _p0 = ConvertFromManage_FName(MaterialSlotName); return Self->IsMaterialSlotNameValid(_p0); } DOTNET_EXPORT auto E_UMeshComponent_MarkCachedMaterialParameterNameIndicesDirty(UMeshComponent* Self) { ((E_PROTECTED_WRAP_UMeshComponent*)Self)->MarkCachedMaterialParameterNameIndicesDirty_WRAP(); } DOTNET_EXPORT auto E_UMeshComponent_PrestreamTextures(UMeshComponent* Self, float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bPrioritizeCharacterTextures; auto _p2 = CinematicTextureGroups; Self->PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UMeshComponent_SetScalarParameterValueOnMaterials(UMeshComponent* Self, char* ParameterName, float ParameterValue) { auto _p0 = ConvertFromManage_FName(ParameterName); auto _p1 = ParameterValue; Self->SetScalarParameterValueOnMaterials(_p0, _p1); } DOTNET_EXPORT auto E_UMeshComponent_SetTextureForceResidentFlag(UMeshComponent* Self, bool bForceMiplevelsToBeResident) { auto _p0 = bForceMiplevelsToBeResident; Self->SetTextureForceResidentFlag(_p0); } DOTNET_EXPORT auto E_UMeshComponent_SetVectorParameterValueOnMaterials(UMeshComponent* Self, char* ParameterName, INT_PTR ParameterValue) { auto _p0 = ConvertFromManage_FName(ParameterName); auto _p1 = *(FVector*)ParameterValue; Self->SetVectorParameterValueOnMaterials(_p0, _p1); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Manage/ManageCanvas.h
<reponame>mrkriv/UnrealDotNet<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Manage/ManageCanvas.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreShell.h" #include "ManageObject.h" #include "TypeConvertor.h" #include "Runtime/Engine/Classes/Engine/Canvas.h" #include "ManageCanvas.generated.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\Canvas.h:154 UCLASS() class UNREALDOTNETRUNTIME_API UManageCanvas : public UCanvas, public IManageObject { GENERATED_BODY() public: bool bIsManageAttach = false; bool AddWrapperIfNotAttach() override; void SetManageType(const FDotnetTypeName& ManageType) override; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "C#") FDotnetTypeName ManageClassName; virtual void BeginDestroy() override; virtual void FinishDestroy() override; virtual void MarkAsEditorOnlySubobject() override; virtual void PostCDOContruct() override; virtual void PostEditImport() override; virtual void PostInitProperties() override; virtual void PostLoad() override; virtual void PostNetReceive() override; virtual void PostRepNotifies() override; virtual void PostSaveRoot(bool bCleanupIsRequired) override; virtual void PreDestroyFromReplication() override; virtual void PreNetReceive() override; virtual void ShutdownAfterError() override; virtual void CreateCluster() override; virtual void OnClusterMarkedAsPendingKill() override; void _Supper__BeginDestroy(); void _Supper__FinishDestroy(); void _Supper__MarkAsEditorOnlySubobject(); void _Supper__PostCDOContruct(); void _Supper__PostEditImport(); void _Supper__PostInitProperties(); void _Supper__PostLoad(); void _Supper__PostNetReceive(); void _Supper__PostRepNotifies(); void _Supper__PostSaveRoot(bool bCleanupIsRequired); void _Supper__PreDestroyFromReplication(); void _Supper__PreNetReceive(); void _Supper__ShutdownAfterError(); void _Supper__CreateCluster(); void _Supper__OnClusterMarkedAsPendingKill(); }; PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UReflectionCaptureComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/ReflectionCaptureComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\ReflectionCaptureComponent.h:28 extern "C" { DOTNET_EXPORT auto E_PROP_UReflectionCaptureComponent_Brightness_GET(UReflectionCaptureComponent* Ptr) { return Ptr->Brightness; } DOTNET_EXPORT void E_PROP_UReflectionCaptureComponent_Brightness_SET(UReflectionCaptureComponent* Ptr, float Value) { Ptr->Brightness = Value; } DOTNET_EXPORT auto E_PROP_UReflectionCaptureComponent_CaptureOffset_GET(UReflectionCaptureComponent* Ptr) { return (INT_PTR)&(Ptr->CaptureOffset); } DOTNET_EXPORT void E_PROP_UReflectionCaptureComponent_CaptureOffset_SET(UReflectionCaptureComponent* Ptr, INT_PTR Value) { Ptr->CaptureOffset = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UReflectionCaptureComponent_CaptureOffsetComponent_GET(UReflectionCaptureComponent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->CaptureOffsetComponent); } DOTNET_EXPORT void E_PROP_UReflectionCaptureComponent_CaptureOffsetComponent_SET(UReflectionCaptureComponent* Ptr, UBillboardComponent* Value) { Ptr->CaptureOffsetComponent = Value; } DOTNET_EXPORT auto E_PROP_UReflectionCaptureComponent_ReflectionSourceType_GET(UReflectionCaptureComponent* Ptr) { return Ptr->ReflectionSourceType; } DOTNET_EXPORT void E_PROP_UReflectionCaptureComponent_ReflectionSourceType_SET(UReflectionCaptureComponent* Ptr, EReflectionSourceType Value) { Ptr->ReflectionSourceType = Value; } DOTNET_EXPORT auto E_PROP_UReflectionCaptureComponent_SourceCubemapAngle_GET(UReflectionCaptureComponent* Ptr) { return Ptr->SourceCubemapAngle; } DOTNET_EXPORT void E_PROP_UReflectionCaptureComponent_SourceCubemapAngle_SET(UReflectionCaptureComponent* Ptr, float Value) { Ptr->SourceCubemapAngle = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UReflectionCaptureComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UReflectionCaptureComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UReflectionCaptureComponent_GetInfluenceBoundingRadius(UReflectionCaptureComponent* Self) { return Self->GetInfluenceBoundingRadius(); } DOTNET_EXPORT auto E_UReflectionCaptureComponent_MarkDirtyForRecapture(UReflectionCaptureComponent* Self) { Self->MarkDirtyForRecapture(); } DOTNET_EXPORT auto E_UReflectionCaptureComponent_MarkDirtyForRecaptureOrUpload(UReflectionCaptureComponent* Self) { Self->MarkDirtyForRecaptureOrUpload(); } DOTNET_EXPORT auto E_UReflectionCaptureComponent_SetCaptureCompleted(UReflectionCaptureComponent* Self) { Self->SetCaptureCompleted(); } DOTNET_EXPORT auto E_UReflectionCaptureComponent_UpdatePreviewShape(UReflectionCaptureComponent* Self) { Self->UpdatePreviewShape(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Manage/ManageGameViewportClient.h
<reponame>mrkriv/UnrealDotNet<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreShell.h" #include "ManageObject.h" #include "TypeConvertor.h" #include "Runtime/Engine/Classes/Engine/GameViewportClient.h" #include "ManageGameViewportClient.generated.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\GameViewportClient.h:55 UCLASS() class UNREALDOTNETRUNTIME_API UManageGameViewportClient : public UGameViewportClient, public IManageObject { GENERATED_BODY() public: bool bIsManageAttach = false; bool AddWrapperIfNotAttach() override; void SetManageType(const FDotnetTypeName& ManageType) override; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "C#") FDotnetTypeName ManageClassName; virtual void DetachViewportClient() override; virtual void LayoutPlayers() override; virtual void SetConsoleTarget(int32 PlayerIndex) override; virtual void SetDropDetail(float DeltaSeconds) override; virtual void ShowTitleSafeArea() override; virtual void SSSwapControllers() override; virtual void Tick(float DeltaTime) override; virtual void UpdateActiveSplitscreenType() override; virtual void VerifyPathRenderingComponents() override; virtual void BeginDestroy() override; virtual void FinishDestroy() override; virtual void MarkAsEditorOnlySubobject() override; virtual void PostCDOContruct() override; virtual void PostEditImport() override; virtual void PostInitProperties() override; virtual void PostLoad() override; virtual void PostNetReceive() override; virtual void PostRepNotifies() override; virtual void PostSaveRoot(bool bCleanupIsRequired) override; virtual void PreDestroyFromReplication() override; virtual void PreNetReceive() override; virtual void ShutdownAfterError() override; virtual void CreateCluster() override; virtual void OnClusterMarkedAsPendingKill() override; void _Supper__DetachViewportClient(); void _Supper__LayoutPlayers(); void _Supper__SetConsoleTarget(int32 PlayerIndex); void _Supper__SetDropDetail(float DeltaSeconds); void _Supper__ShowTitleSafeArea(); void _Supper__SSSwapControllers(); void _Supper__Tick(float DeltaTime); void _Supper__UpdateActiveSplitscreenType(); void _Supper__VerifyPathRenderingComponents(); void _Supper__BeginDestroy(); void _Supper__FinishDestroy(); void _Supper__MarkAsEditorOnlySubobject(); void _Supper__PostCDOContruct(); void _Supper__PostEditImport(); void _Supper__PostInitProperties(); void _Supper__PostLoad(); void _Supper__PostNetReceive(); void _Supper__PostRepNotifies(); void _Supper__PostSaveRoot(bool bCleanupIsRequired); void _Supper__PreDestroyFromReplication(); void _Supper__PreNetReceive(); void _Supper__ShutdownAfterError(); void _Supper__CreateCluster(); void _Supper__OnClusterMarkedAsPendingKill(); }; PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCameraModifier.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraModifier.h" #include "Runtime/Engine/Classes/Camera/CameraModifier.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraModifier.h:22 class E_PROTECTED_WRAP_UCameraModifier : protected UCameraModifier { public: float GetTargetAlpha_WRAP() { return GetTargetAlpha(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UCameraModifier_Priority_GET(UCameraModifier* Ptr) { return Ptr->Priority; } DOTNET_EXPORT void E_PROP_UCameraModifier_Priority_SET(UCameraModifier* Ptr, uint8 Value) { Ptr->Priority = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCameraModifier(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCameraModifier>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCameraModifier_AddedToCamera(UCameraModifier* Self, APlayerCameraManager* Camera) { auto _p0 = Camera; Self->AddedToCamera(_p0); } DOTNET_EXPORT auto E_UCameraModifier_BlueprintModifyCamera(UCameraModifier* Self, float DeltaTime, INT_PTR ViewLocation, INT_PTR ViewRotation, float FOV, INT_PTR NewViewLocation, INT_PTR NewViewRotation, float NewFOV) { auto _p0 = DeltaTime; auto _p1 = *(FVector*)ViewLocation; auto _p2 = *(FRotator*)ViewRotation; auto _p3 = FOV; auto& _p4 = *(FVector*)NewViewLocation; auto& _p5 = *(FRotator*)NewViewRotation; auto& _p6 = NewFOV; Self->BlueprintModifyCamera(_p0, _p1, _p2, _p3, _p4, _p5, _p6); } DOTNET_EXPORT auto E_UCameraModifier_BlueprintModifyPostProcess(UCameraModifier* Self, float DeltaTime, float PostProcessBlendWeight, INT_PTR PostProcessSettings) { auto _p0 = DeltaTime; auto& _p1 = PostProcessBlendWeight; auto& _p2 = *(FPostProcessSettings*)PostProcessSettings; Self->BlueprintModifyPostProcess(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCameraModifier_DisableModifier(UCameraModifier* Self, bool bImmediate) { auto _p0 = bImmediate; Self->DisableModifier(_p0); } DOTNET_EXPORT auto E_UCameraModifier_EnableModifier(UCameraModifier* Self) { Self->EnableModifier(); } DOTNET_EXPORT auto E_UCameraModifier_GetTargetAlpha(UCameraModifier* Self) { return ((E_PROTECTED_WRAP_UCameraModifier*)Self)->GetTargetAlpha_WRAP(); } DOTNET_EXPORT auto E_UCameraModifier_GetViewTarget(UCameraModifier* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetViewTarget()); } DOTNET_EXPORT auto E_UCameraModifier_GetWorld(UCameraModifier* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetWorld()); } DOTNET_EXPORT auto E_UCameraModifier_IsDisabled(UCameraModifier* Self) { return Self->IsDisabled(); } DOTNET_EXPORT auto E_UCameraModifier_ModifyCamera(UCameraModifier* Self, float DeltaTime, INT_PTR InOutPOV) { auto _p0 = DeltaTime; auto& _p1 = *(FMinimalViewInfo*)InOutPOV; return Self->ModifyCamera(_p0, _p1); } DOTNET_EXPORT auto E_UCameraModifier_ProcessViewRotation(UCameraModifier* Self, AActor* ViewTarget, float DeltaTime, INT_PTR OutViewRotation, INT_PTR OutDeltaRot) { auto _p0 = ViewTarget; auto _p1 = DeltaTime; auto& _p2 = *(FRotator*)OutViewRotation; auto& _p3 = *(FRotator*)OutDeltaRot; return Self->ProcessViewRotation(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCameraModifier_ToggleModifier(UCameraModifier* Self) { Self->ToggleModifier(); } DOTNET_EXPORT auto E_UCameraModifier_UpdateAlpha(UCameraModifier* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->UpdateAlpha(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_DisableModifier(UCameraModifier* Self, bool bImmediate) { auto _p0 = bImmediate; ((UManageCameraModifier*)Self)->_Supper__DisableModifier(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_EnableModifier(UCameraModifier* Self) { ((UManageCameraModifier*)Self)->_Supper__EnableModifier(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_ToggleModifier(UCameraModifier* Self) { ((UManageCameraModifier*)Self)->_Supper__ToggleModifier(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_UpdateAlpha(UCameraModifier* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageCameraModifier*)Self)->_Supper__UpdateAlpha(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_BeginDestroy(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_FinishDestroy(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostCDOContruct(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostEditImport(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostInitProperties(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostLoad(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostNetReceive(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostRepNotifies(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCameraModifier*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PreDestroyFromReplication(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_PreNetReceive(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_ShutdownAfterError(UObject* Self) { ((UManageCameraModifier*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_CreateCluster(UObjectBaseUtility* Self) { ((UManageCameraModifier*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCameraModifier_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCameraModifier*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCameraAnimInst.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraAnimInst.h" #include "Runtime/Engine/Classes/Camera/CameraAnimInst.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraAnimInst.h:18 extern "C" { DOTNET_EXPORT auto E_PROP_UCameraAnimInst_BasePlayScale_GET(UCameraAnimInst* Ptr) { return Ptr->BasePlayScale; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_BasePlayScale_SET(UCameraAnimInst* Ptr, float Value) { Ptr->BasePlayScale = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_CurrentBlendWeight_GET(UCameraAnimInst* Ptr) { return Ptr->CurrentBlendWeight; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_CurrentBlendWeight_SET(UCameraAnimInst* Ptr, float Value) { Ptr->CurrentBlendWeight = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_CurTime_GET(UCameraAnimInst* Ptr) { return Ptr->CurTime; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_CurTime_SET(UCameraAnimInst* Ptr, float Value) { Ptr->CurTime = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_InitialCamToWorld_GET(UCameraAnimInst* Ptr) { return (INT_PTR)&(Ptr->InitialCamToWorld); } DOTNET_EXPORT void E_PROP_UCameraAnimInst_InitialCamToWorld_SET(UCameraAnimInst* Ptr, INT_PTR Value) { Ptr->InitialCamToWorld = *(FTransform*)Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_InitialFOV_GET(UCameraAnimInst* Ptr) { return Ptr->InitialFOV; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_InitialFOV_SET(UCameraAnimInst* Ptr, float Value) { Ptr->InitialFOV = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_LastCameraLoc_GET(UCameraAnimInst* Ptr) { return (INT_PTR)&(Ptr->LastCameraLoc); } DOTNET_EXPORT void E_PROP_UCameraAnimInst_LastCameraLoc_SET(UCameraAnimInst* Ptr, INT_PTR Value) { Ptr->LastCameraLoc = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_PlayRate_GET(UCameraAnimInst* Ptr) { return Ptr->PlayRate; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_PlayRate_SET(UCameraAnimInst* Ptr, float Value) { Ptr->PlayRate = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_TransientScaleModifier_GET(UCameraAnimInst* Ptr) { return Ptr->TransientScaleModifier; } DOTNET_EXPORT void E_PROP_UCameraAnimInst_TransientScaleModifier_SET(UCameraAnimInst* Ptr, float Value) { Ptr->TransientScaleModifier = Value; } DOTNET_EXPORT auto E_PROP_UCameraAnimInst_UserPlaySpaceMatrix_GET(UCameraAnimInst* Ptr) { return (INT_PTR)&(Ptr->UserPlaySpaceMatrix); } DOTNET_EXPORT void E_PROP_UCameraAnimInst_UserPlaySpaceMatrix_SET(UCameraAnimInst* Ptr, INT_PTR Value) { Ptr->UserPlaySpaceMatrix = *(FMatrix*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCameraAnimInst(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCameraAnimInst>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCameraAnimInst_AdvanceAnim(UCameraAnimInst* Self, float DeltaTime, bool bJump) { auto _p0 = DeltaTime; auto _p1 = bJump; Self->AdvanceAnim(_p0, _p1); } DOTNET_EXPORT auto E_UCameraAnimInst_ApplyToView(UCameraAnimInst* Self, INT_PTR InOutPOV) { auto& _p0 = *(FMinimalViewInfo*)InOutPOV; Self->ApplyToView(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_ApplyTransientScaling(UCameraAnimInst* Self, float Scalar) { auto _p0 = Scalar; Self->ApplyTransientScaling(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_GetCurrentTime(UCameraAnimInst* Self) { return Self->GetCurrentTime(); } DOTNET_EXPORT auto E_UCameraAnimInst_SetCurrentTime(UCameraAnimInst* Self, float NewTime) { auto _p0 = NewTime; Self->SetCurrentTime(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_SetDuration(UCameraAnimInst* Self, float NewDuration) { auto _p0 = NewDuration; Self->SetDuration(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_SetScale(UCameraAnimInst* Self, float NewDuration) { auto _p0 = NewDuration; Self->SetScale(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_SetStopAutomatically(UCameraAnimInst* Self, bool bNewStopAutoMatically) { auto _p0 = bNewStopAutoMatically; Self->SetStopAutomatically(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_Stop(UCameraAnimInst* Self, bool bImmediate) { auto _p0 = bImmediate; Self->Stop(_p0); } DOTNET_EXPORT auto E_UCameraAnimInst_Update(UCameraAnimInst* Self, float NewRate, float NewScale, float NewBlendInTime, float NewBlendOutTime, float NewDuration) { auto _p0 = NewRate; auto _p1 = NewScale; auto _p2 = NewBlendInTime; auto _p3 = NewBlendOutTime; auto _p4 = NewDuration; Self->Update(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_BeginDestroy(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_FinishDestroy(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostCDOContruct(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostEditImport(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostInitProperties(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostLoad(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostNetReceive(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostRepNotifies(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCameraAnimInst*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PreDestroyFromReplication(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_PreNetReceive(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_ShutdownAfterError(UObject* Self) { ((UManageCameraAnimInst*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_CreateCluster(UObjectBaseUtility* Self) { ((UManageCameraAnimInst*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCameraAnimInst_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCameraAnimInst*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UShapeComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/ShapeComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\ShapeComponent.h:24 extern "C" { DOTNET_EXPORT auto E_PROP_UShapeComponent_bDrawOnlyIfSelected_GET(UShapeComponent* Ptr) { return Ptr->bDrawOnlyIfSelected; } DOTNET_EXPORT void E_PROP_UShapeComponent_bDrawOnlyIfSelected_SET(UShapeComponent* Ptr, uint8 Value) { Ptr->bDrawOnlyIfSelected = Value; } DOTNET_EXPORT auto E_PROP_UShapeComponent_bDynamicObstacle_GET(UShapeComponent* Ptr) { return Ptr->bDynamicObstacle; } DOTNET_EXPORT void E_PROP_UShapeComponent_bDynamicObstacle_SET(UShapeComponent* Ptr, uint8 Value) { Ptr->bDynamicObstacle = Value; } DOTNET_EXPORT auto E_PROP_UShapeComponent_bShouldCollideWhenPlacing_GET(UShapeComponent* Ptr) { return Ptr->bShouldCollideWhenPlacing; } DOTNET_EXPORT void E_PROP_UShapeComponent_bShouldCollideWhenPlacing_SET(UShapeComponent* Ptr, uint8 Value) { Ptr->bShouldCollideWhenPlacing = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UShapeComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UShapeComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UShapeComponent_UpdateBodySetup(UShapeComponent* Self) { Self->UpdateBodySetup(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ULightComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/LightComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\LightComponent.h:40 extern "C" { DOTNET_EXPORT auto E_PROP_ULightComponent_BloomScale_GET(ULightComponent* Ptr) { return Ptr->BloomScale; } DOTNET_EXPORT void E_PROP_ULightComponent_BloomScale_SET(ULightComponent* Ptr, float Value) { Ptr->BloomScale = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_BloomThreshold_GET(ULightComponent* Ptr) { return Ptr->BloomThreshold; } DOTNET_EXPORT void E_PROP_ULightComponent_BloomThreshold_SET(ULightComponent* Ptr, float Value) { Ptr->BloomThreshold = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_bUseRayTracedDistanceFieldShadows_GET(ULightComponent* Ptr) { return Ptr->bUseRayTracedDistanceFieldShadows; } DOTNET_EXPORT void E_PROP_ULightComponent_bUseRayTracedDistanceFieldShadows_SET(ULightComponent* Ptr, bool Value) { Ptr->bUseRayTracedDistanceFieldShadows = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_ContactShadowLength_GET(ULightComponent* Ptr) { return Ptr->ContactShadowLength; } DOTNET_EXPORT void E_PROP_ULightComponent_ContactShadowLength_SET(ULightComponent* Ptr, float Value) { Ptr->ContactShadowLength = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_DisabledBrightness_GET(ULightComponent* Ptr) { return Ptr->DisabledBrightness; } DOTNET_EXPORT void E_PROP_ULightComponent_DisabledBrightness_SET(ULightComponent* Ptr, float Value) { Ptr->DisabledBrightness = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_IESBrightnessScale_GET(ULightComponent* Ptr) { return Ptr->IESBrightnessScale; } DOTNET_EXPORT void E_PROP_ULightComponent_IESBrightnessScale_SET(ULightComponent* Ptr, float Value) { Ptr->IESBrightnessScale = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_LightFunctionFadeDistance_GET(ULightComponent* Ptr) { return Ptr->LightFunctionFadeDistance; } DOTNET_EXPORT void E_PROP_ULightComponent_LightFunctionFadeDistance_SET(ULightComponent* Ptr, float Value) { Ptr->LightFunctionFadeDistance = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_LightFunctionScale_GET(ULightComponent* Ptr) { return (INT_PTR)&(Ptr->LightFunctionScale); } DOTNET_EXPORT void E_PROP_ULightComponent_LightFunctionScale_SET(ULightComponent* Ptr, INT_PTR Value) { Ptr->LightFunctionScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_LightingChannels_GET(ULightComponent* Ptr) { return (INT_PTR)&(Ptr->LightingChannels); } DOTNET_EXPORT void E_PROP_ULightComponent_LightingChannels_SET(ULightComponent* Ptr, INT_PTR Value) { Ptr->LightingChannels = *(FLightingChannels*)Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_MaxDistanceFadeRange_GET(ULightComponent* Ptr) { return Ptr->MaxDistanceFadeRange; } DOTNET_EXPORT void E_PROP_ULightComponent_MaxDistanceFadeRange_SET(ULightComponent* Ptr, float Value) { Ptr->MaxDistanceFadeRange = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_MaxDrawDistance_GET(ULightComponent* Ptr) { return Ptr->MaxDrawDistance; } DOTNET_EXPORT void E_PROP_ULightComponent_MaxDrawDistance_SET(ULightComponent* Ptr, float Value) { Ptr->MaxDrawDistance = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_MinRoughness_DEPRECATED_GET(ULightComponent* Ptr) { return Ptr->MinRoughness_DEPRECATED; } DOTNET_EXPORT void E_PROP_ULightComponent_MinRoughness_DEPRECATED_SET(ULightComponent* Ptr, float Value) { Ptr->MinRoughness_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_PreviewShadowMapChannel_GET(ULightComponent* Ptr) { return Ptr->PreviewShadowMapChannel; } DOTNET_EXPORT void E_PROP_ULightComponent_PreviewShadowMapChannel_SET(ULightComponent* Ptr, int32 Value) { Ptr->PreviewShadowMapChannel = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_RayStartOffsetDepthScale_GET(ULightComponent* Ptr) { return Ptr->RayStartOffsetDepthScale; } DOTNET_EXPORT void E_PROP_ULightComponent_RayStartOffsetDepthScale_SET(ULightComponent* Ptr, float Value) { Ptr->RayStartOffsetDepthScale = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_ShadowBias_GET(ULightComponent* Ptr) { return Ptr->ShadowBias; } DOTNET_EXPORT void E_PROP_ULightComponent_ShadowBias_SET(ULightComponent* Ptr, float Value) { Ptr->ShadowBias = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_ShadowMapChannel_DEPRECATED_GET(ULightComponent* Ptr) { return Ptr->ShadowMapChannel_DEPRECATED; } DOTNET_EXPORT void E_PROP_ULightComponent_ShadowMapChannel_DEPRECATED_SET(ULightComponent* Ptr, int32 Value) { Ptr->ShadowMapChannel_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_ShadowResolutionScale_GET(ULightComponent* Ptr) { return Ptr->ShadowResolutionScale; } DOTNET_EXPORT void E_PROP_ULightComponent_ShadowResolutionScale_SET(ULightComponent* Ptr, float Value) { Ptr->ShadowResolutionScale = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_ShadowSharpen_GET(ULightComponent* Ptr) { return Ptr->ShadowSharpen; } DOTNET_EXPORT void E_PROP_ULightComponent_ShadowSharpen_SET(ULightComponent* Ptr, float Value) { Ptr->ShadowSharpen = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_SpecularScale_GET(ULightComponent* Ptr) { return Ptr->SpecularScale; } DOTNET_EXPORT void E_PROP_ULightComponent_SpecularScale_SET(ULightComponent* Ptr, float Value) { Ptr->SpecularScale = Value; } DOTNET_EXPORT auto E_PROP_ULightComponent_Temperature_GET(ULightComponent* Ptr) { return Ptr->Temperature; } DOTNET_EXPORT void E_PROP_ULightComponent_Temperature_SET(ULightComponent* Ptr, float Value) { Ptr->Temperature = Value; } DOTNET_EXPORT INT_PTR E_NewObject_ULightComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ULightComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ULightComponent_AffectsBounds(ULightComponent* Self, INT_PTR InBounds) { auto& _p0 = *(FBoxSphereBounds*)InBounds; return Self->AffectsBounds(_p0); } DOTNET_EXPORT auto E_ULightComponent_AffectsPrimitive(ULightComponent* Self, UPrimitiveComponent* Primitive) { auto _p0 = Primitive; return Self->AffectsPrimitive(_p0); } DOTNET_EXPORT auto E_ULightComponent_GetBoundingBox(ULightComponent* Self) { return (INT_PTR) new FBox(Self->GetBoundingBox()); } DOTNET_EXPORT auto E_ULightComponent_GetBoundingSphere(ULightComponent* Self) { return (INT_PTR) new FSphere(Self->GetBoundingSphere()); } DOTNET_EXPORT auto E_ULightComponent_GetLightPosition(ULightComponent* Self) { return (INT_PTR) new FVector4(Self->GetLightPosition()); } DOTNET_EXPORT auto E_ULightComponent_SetAffectDynamicIndirectLighting(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetAffectDynamicIndirectLighting(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetAffectTranslucentLighting(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetAffectTranslucentLighting(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetBloomScale(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetBloomScale(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetBloomThreshold(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetBloomThreshold(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetEnableLightShaftBloom(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetEnableLightShaftBloom(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetForceCachedShadowsForMovablePrimitives(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetForceCachedShadowsForMovablePrimitives(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetIESBrightnessScale(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetIESBrightnessScale(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetIndirectLightingIntensity(ULightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetIndirectLightingIntensity(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetIntensity(ULightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetIntensity(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetLightColor(ULightComponent* Self, INT_PTR NewLightColor, bool bSRGB) { auto _p0 = *(FLinearColor*)NewLightColor; auto _p1 = bSRGB; Self->SetLightColor(_p0, _p1); } DOTNET_EXPORT auto E_ULightComponent_SetLightFunctionDisabledBrightness(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetLightFunctionDisabledBrightness(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetLightFunctionFadeDistance(ULightComponent* Self, float NewLightFunctionFadeDistance) { auto _p0 = NewLightFunctionFadeDistance; Self->SetLightFunctionFadeDistance(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetLightFunctionScale(ULightComponent* Self, INT_PTR NewLightFunctionScale) { auto _p0 = *(FVector*)NewLightFunctionScale; Self->SetLightFunctionScale(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetShadowBias(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetShadowBias(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetSpecularScale(ULightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetSpecularScale(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetTemperature(ULightComponent* Self, float NewTemperature) { auto _p0 = NewTemperature; Self->SetTemperature(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetTransmission(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetTransmission(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetUseIESBrightness(ULightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetUseIESBrightness(_p0); } DOTNET_EXPORT auto E_ULightComponent_SetVolumetricScatteringIntensity(ULightComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetVolumetricScatteringIntensity(_p0); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCheatManager.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCheatManager.h" #include "Runtime/Engine/Classes/GameFramework/CheatManager.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\CheatManager.h:69 class E_PROTECTED_WRAP_UCheatManager : protected UCheatManager { public: void DisableDebugCamera_WRAP() { DisableDebugCamera(); } void EnableDebugCamera_WRAP() { EnableDebugCamera(); } AActor* GetTarget_WRAP(APlayerController* PlayerController, FHitResult& OutHit) { return GetTarget(PlayerController, OutHit); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UCheatManager_bDebugCapsuleSweepPawn_GET() { return UCheatManager::bDebugCapsuleSweepPawn; } DOTNET_EXPORT auto E_PROP_UCheatManager_CurrentTraceIndex_GET(UCheatManager* Ptr) { return Ptr->CurrentTraceIndex; } DOTNET_EXPORT void E_PROP_UCheatManager_CurrentTraceIndex_SET(UCheatManager* Ptr, int32 Value) { Ptr->CurrentTraceIndex = Value; } DOTNET_EXPORT auto E_PROP_UCheatManager_CurrentTracePawnIndex_GET(UCheatManager* Ptr) { return Ptr->CurrentTracePawnIndex; } DOTNET_EXPORT void E_PROP_UCheatManager_CurrentTracePawnIndex_SET(UCheatManager* Ptr, int32 Value) { Ptr->CurrentTracePawnIndex = Value; } DOTNET_EXPORT auto E_PROP_UCheatManager_DebugCapsuleHalfHeight_GET(UCheatManager* Ptr) { return Ptr->DebugCapsuleHalfHeight; } DOTNET_EXPORT void E_PROP_UCheatManager_DebugCapsuleHalfHeight_SET(UCheatManager* Ptr, float Value) { Ptr->DebugCapsuleHalfHeight = Value; } DOTNET_EXPORT auto E_PROP_UCheatManager_DebugCapsuleRadius_GET(UCheatManager* Ptr) { return Ptr->DebugCapsuleRadius; } DOTNET_EXPORT void E_PROP_UCheatManager_DebugCapsuleRadius_SET(UCheatManager* Ptr, float Value) { Ptr->DebugCapsuleRadius = Value; } DOTNET_EXPORT auto E_PROP_UCheatManager_DebugTraceDistance_GET(UCheatManager* Ptr) { return Ptr->DebugTraceDistance; } DOTNET_EXPORT void E_PROP_UCheatManager_DebugTraceDistance_SET(UCheatManager* Ptr, float Value) { Ptr->DebugTraceDistance = Value; } DOTNET_EXPORT auto E_PROP_UCheatManager_DebugTraceDrawNormalLength_GET(UCheatManager* Ptr) { return Ptr->DebugTraceDrawNormalLength; } DOTNET_EXPORT void E_PROP_UCheatManager_DebugTraceDrawNormalLength_SET(UCheatManager* Ptr, float Value) { Ptr->DebugTraceDrawNormalLength = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCheatManager(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCheatManager>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCheatManager_AddCapsuleSweepDebugInfo(UCheatManager* Self, INT_PTR LineTraceStart, INT_PTR LineTraceEnd, INT_PTR HitImpactLocation, INT_PTR HitNormal, INT_PTR HitImpactNormal, INT_PTR HitLocation, float CapsuleHalfheight, float CapsuleRadius, bool bTracePawn, bool bInsideOfObject) { auto& _p0 = *(FVector*)LineTraceStart; auto& _p1 = *(FVector*)LineTraceEnd; auto& _p2 = *(FVector*)HitImpactLocation; auto& _p3 = *(FVector*)HitNormal; auto& _p4 = *(FVector*)HitImpactNormal; auto& _p5 = *(FVector*)HitLocation; auto _p6 = CapsuleHalfheight; auto _p7 = CapsuleRadius; auto _p8 = bTracePawn; auto _p9 = bInsideOfObject; Self->AddCapsuleSweepDebugInfo(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_UCheatManager_BugIt(UCheatManager* Self, char* ScreenShotDescription) { auto _p0 = ConvertFromManage_FString(ScreenShotDescription); Self->BugIt(_p0); } DOTNET_EXPORT auto E_UCheatManager_BugItGo(UCheatManager* Self, float X, float Y, float Z, float Pitch, float Yaw, float Roll) { auto _p0 = X; auto _p1 = Y; auto _p2 = Z; auto _p3 = Pitch; auto _p4 = Yaw; auto _p5 = Roll; Self->BugItGo(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_UCheatManager_BugItGoString(UCheatManager* Self, char* TheLocation, char* TheRotation) { auto _p0 = ConvertFromManage_FString(TheLocation); auto _p1 = ConvertFromManage_FString(TheRotation); Self->BugItGoString(_p0, _p1); } DOTNET_EXPORT auto E_UCheatManager_BugItStringCreator(UCheatManager* Self, INT_PTR ViewLocation, INT_PTR ViewRotation, char* GoString, char* LocString) { auto _p0 = *(FVector*)ViewLocation; auto _p1 = *(FRotator*)ViewRotation; auto _p2 = ConvertFromManage_FString(GoString); auto _p3 = ConvertFromManage_FString(LocString); Self->BugItStringCreator(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCheatManager_BugItWorker(UCheatManager* Self, INT_PTR TheLocation, INT_PTR TheRotation) { auto _p0 = *(FVector*)TheLocation; auto _p1 = *(FRotator*)TheRotation; Self->BugItWorker(_p0, _p1); } DOTNET_EXPORT auto E_UCheatManager_ChangeSize(UCheatManager* Self, float F) { auto _p0 = F; Self->ChangeSize(_p0); } DOTNET_EXPORT auto E_UCheatManager_CheatScript(UCheatManager* Self, char* ScriptName) { auto _p0 = ConvertFromManage_FString(ScriptName); Self->CheatScript(_p0); } DOTNET_EXPORT auto E_UCheatManager_DamageTarget(UCheatManager* Self, float DamageAmount) { auto _p0 = DamageAmount; Self->DamageTarget(_p0); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweep(UCheatManager* Self) { Self->DebugCapsuleSweep(); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepCapture(UCheatManager* Self) { Self->DebugCapsuleSweepCapture(); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepChannel(UCheatManager* Self, ECollisionChannel Channel) { auto _p0 = Channel; Self->DebugCapsuleSweepChannel(_p0); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepClear(UCheatManager* Self) { Self->DebugCapsuleSweepClear(); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepComplex(UCheatManager* Self, bool bTraceComplex) { auto _p0 = bTraceComplex; Self->DebugCapsuleSweepComplex(_p0); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepPawn(UCheatManager* Self) { Self->DebugCapsuleSweepPawn(); } DOTNET_EXPORT auto E_UCheatManager_DebugCapsuleSweepSize(UCheatManager* Self, float HalfHeight, float Radius) { auto _p0 = HalfHeight; auto _p1 = Radius; Self->DebugCapsuleSweepSize(_p0, _p1); } DOTNET_EXPORT auto E_UCheatManager_DestroyAllPawnsExceptTarget(UCheatManager* Self) { Self->DestroyAllPawnsExceptTarget(); } DOTNET_EXPORT auto E_UCheatManager_DestroyServerStatReplicator(UCheatManager* Self) { Self->DestroyServerStatReplicator(); } DOTNET_EXPORT auto E_UCheatManager_DestroyTarget(UCheatManager* Self) { Self->DestroyTarget(); } DOTNET_EXPORT auto E_UCheatManager_DisableDebugCamera(UCheatManager* Self) { ((E_PROTECTED_WRAP_UCheatManager*)Self)->DisableDebugCamera_WRAP(); } DOTNET_EXPORT auto E_UCheatManager_DumpChatState(UCheatManager* Self) { Self->DumpChatState(); } DOTNET_EXPORT auto E_UCheatManager_DumpOnlineSessionState(UCheatManager* Self) { Self->DumpOnlineSessionState(); } DOTNET_EXPORT auto E_UCheatManager_DumpPartyState(UCheatManager* Self) { Self->DumpPartyState(); } DOTNET_EXPORT auto E_UCheatManager_DumpVoiceMutingState(UCheatManager* Self) { Self->DumpVoiceMutingState(); } DOTNET_EXPORT auto E_UCheatManager_EnableDebugCamera(UCheatManager* Self) { ((E_PROTECTED_WRAP_UCheatManager*)Self)->EnableDebugCamera_WRAP(); } DOTNET_EXPORT auto E_UCheatManager_FlushLog(UCheatManager* Self) { Self->FlushLog(); } DOTNET_EXPORT auto E_UCheatManager_Fly(UCheatManager* Self) { Self->Fly(); } DOTNET_EXPORT auto E_UCheatManager_FreezeFrame(UCheatManager* Self, float Delay) { auto _p0 = Delay; Self->FreezeFrame(_p0); } DOTNET_EXPORT auto E_UCheatManager_GetTarget(UCheatManager* Self, APlayerController* PlayerController, INT_PTR OutHit) { auto _p0 = PlayerController; auto& _p1 = *(FHitResult*)OutHit; return ConvertToManage_ObjectPointerDescription(((E_PROTECTED_WRAP_UCheatManager*)Self)->GetTarget_WRAP(_p0, _p1)); } DOTNET_EXPORT auto E_UCheatManager_Ghost(UCheatManager* Self) { Self->Ghost(); } DOTNET_EXPORT auto E_UCheatManager_God(UCheatManager* Self) { Self->God(); } DOTNET_EXPORT auto E_UCheatManager_InitCheatManager(UCheatManager* Self) { Self->InitCheatManager(); } DOTNET_EXPORT auto E_UCheatManager_InvertMouse(UCheatManager* Self) { Self->InvertMouse(); } DOTNET_EXPORT auto E_UCheatManager_IsDebugCapsuleSweepPawnEnabled(UCheatManager* Self) { return Self->IsDebugCapsuleSweepPawnEnabled(); } DOTNET_EXPORT auto E_UCheatManager_LogLoc(UCheatManager* Self) { Self->LogLoc(); } DOTNET_EXPORT auto E_UCheatManager_LogOutBugItGoToLogFile(UCheatManager* Self, char* InScreenShotDesc, char* InScreenShotPath, char* InGoString, char* InLocString) { auto _p0 = ConvertFromManage_FString(InScreenShotDesc); auto _p1 = ConvertFromManage_FString(InScreenShotPath); auto _p2 = ConvertFromManage_FString(InGoString); auto _p3 = ConvertFromManage_FString(InLocString); Self->LogOutBugItGoToLogFile(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCheatManager_OnlyLoadLevel(UCheatManager* Self, char* PackageName) { auto _p0 = ConvertFromManage_FName(PackageName); Self->OnlyLoadLevel(_p0); } DOTNET_EXPORT auto E_UCheatManager_PlayersOnly(UCheatManager* Self) { Self->PlayersOnly(); } DOTNET_EXPORT auto E_UCheatManager_ReceiveEndPlay(UCheatManager* Self) { Self->ReceiveEndPlay(); } DOTNET_EXPORT auto E_UCheatManager_ReceiveInitCheatManager(UCheatManager* Self) { Self->ReceiveInitCheatManager(); } DOTNET_EXPORT auto E_UCheatManager_ServerToggleAILogging(UCheatManager* Self) { Self->ServerToggleAILogging(); } DOTNET_EXPORT auto E_UCheatManager_SetLevelStreamingStatus(UCheatManager* Self, char* PackageName, bool bShouldBeLoaded, bool bShouldBeVisible) { auto _p0 = ConvertFromManage_FName(PackageName); auto _p1 = bShouldBeLoaded; auto _p2 = bShouldBeVisible; Self->SetLevelStreamingStatus(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UCheatManager_SetMouseSensitivityToDefault(UCheatManager* Self) { Self->SetMouseSensitivityToDefault(); } DOTNET_EXPORT auto E_UCheatManager_SetWorldOrigin(UCheatManager* Self) { Self->SetWorldOrigin(); } DOTNET_EXPORT auto E_UCheatManager_Slomo(UCheatManager* Self, float NewTimeDilation) { auto _p0 = NewTimeDilation; Self->Slomo(_p0); } DOTNET_EXPORT auto E_UCheatManager_SpawnServerStatReplicator(UCheatManager* Self) { Self->SpawnServerStatReplicator(); } DOTNET_EXPORT auto E_UCheatManager_StreamLevelIn(UCheatManager* Self, char* PackageName) { auto _p0 = ConvertFromManage_FName(PackageName); Self->StreamLevelIn(_p0); } DOTNET_EXPORT auto E_UCheatManager_StreamLevelOut(UCheatManager* Self, char* PackageName) { auto _p0 = ConvertFromManage_FName(PackageName); Self->StreamLevelOut(_p0); } DOTNET_EXPORT auto E_UCheatManager_Summon(UCheatManager* Self, char* ClassName) { auto _p0 = ConvertFromManage_FString(ClassName); Self->Summon(_p0); } DOTNET_EXPORT auto E_UCheatManager_Teleport(UCheatManager* Self) { Self->Teleport(); } DOTNET_EXPORT auto E_UCheatManager_TestCollisionDistance(UCheatManager* Self) { Self->TestCollisionDistance(); } DOTNET_EXPORT auto E_UCheatManager_TickCollisionDebug(UCheatManager* Self) { Self->TickCollisionDebug(); } DOTNET_EXPORT auto E_UCheatManager_ToggleAILogging(UCheatManager* Self) { Self->ToggleAILogging(); } DOTNET_EXPORT auto E_UCheatManager_ToggleDebugCamera(UCheatManager* Self) { Self->ToggleDebugCamera(); } DOTNET_EXPORT auto E_UCheatManager_ToggleServerStatReplicatorClientOverwrite(UCheatManager* Self) { Self->ToggleServerStatReplicatorClientOverwrite(); } DOTNET_EXPORT auto E_UCheatManager_ToggleServerStatReplicatorUpdateStatNet(UCheatManager* Self) { Self->ToggleServerStatReplicatorUpdateStatNet(); } DOTNET_EXPORT auto E_UCheatManager_UpdateSafeArea(UCheatManager* Self) { Self->UpdateSafeArea(); } DOTNET_EXPORT auto E_UCheatManager_ViewActor(UCheatManager* Self, char* ActorName) { auto _p0 = ConvertFromManage_FName(ActorName); Self->ViewActor(_p0); } DOTNET_EXPORT auto E_UCheatManager_ViewPlayer(UCheatManager* Self, char* S) { auto _p0 = ConvertFromManage_FString(S); Self->ViewPlayer(_p0); } DOTNET_EXPORT auto E_UCheatManager_ViewSelf(UCheatManager* Self) { Self->ViewSelf(); } DOTNET_EXPORT auto E_UCheatManager_Walk(UCheatManager* Self) { Self->Walk(); } DOTNET_EXPORT auto E__Supper__UCheatManager_BugItGo(UCheatManager* Self, float X, float Y, float Z, float Pitch, float Yaw, float Roll) { auto _p0 = X; auto _p1 = Y; auto _p2 = Z; auto _p3 = Pitch; auto _p4 = Yaw; auto _p5 = Roll; ((UManageCheatManager*)Self)->_Supper__BugItGo(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E__Supper__UCheatManager_ChangeSize(UCheatManager* Self, float F) { auto _p0 = F; ((UManageCheatManager*)Self)->_Supper__ChangeSize(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_DamageTarget(UCheatManager* Self, float DamageAmount) { auto _p0 = DamageAmount; ((UManageCheatManager*)Self)->_Supper__DamageTarget(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweep(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweep(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweepCapture(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweepCapture(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweepClear(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweepClear(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweepComplex(UCheatManager* Self, bool bTraceComplex) { auto _p0 = bTraceComplex; ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweepComplex(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweepPawn(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweepPawn(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DebugCapsuleSweepSize(UCheatManager* Self, float HalfHeight, float Radius) { auto _p0 = HalfHeight; auto _p1 = Radius; ((UManageCheatManager*)Self)->_Supper__DebugCapsuleSweepSize(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UCheatManager_DestroyAllPawnsExceptTarget(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DestroyAllPawnsExceptTarget(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DestroyTarget(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DestroyTarget(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DisableDebugCamera(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DisableDebugCamera(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DumpChatState(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DumpChatState(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DumpOnlineSessionState(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DumpOnlineSessionState(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DumpPartyState(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DumpPartyState(); } DOTNET_EXPORT auto E__Supper__UCheatManager_DumpVoiceMutingState(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__DumpVoiceMutingState(); } DOTNET_EXPORT auto E__Supper__UCheatManager_EnableDebugCamera(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__EnableDebugCamera(); } DOTNET_EXPORT auto E__Supper__UCheatManager_FlushLog(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__FlushLog(); } DOTNET_EXPORT auto E__Supper__UCheatManager_Fly(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__Fly(); } DOTNET_EXPORT auto E__Supper__UCheatManager_FreezeFrame(UCheatManager* Self, float Delay) { auto _p0 = Delay; ((UManageCheatManager*)Self)->_Supper__FreezeFrame(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_Ghost(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__Ghost(); } DOTNET_EXPORT auto E__Supper__UCheatManager_God(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__God(); } DOTNET_EXPORT auto E__Supper__UCheatManager_InitCheatManager(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__InitCheatManager(); } DOTNET_EXPORT auto E__Supper__UCheatManager_InvertMouse(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__InvertMouse(); } DOTNET_EXPORT auto E__Supper__UCheatManager_LogLoc(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__LogLoc(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PlayersOnly(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__PlayersOnly(); } DOTNET_EXPORT auto E__Supper__UCheatManager_ServerToggleAILogging(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__ServerToggleAILogging(); } DOTNET_EXPORT auto E__Supper__UCheatManager_SetMouseSensitivityToDefault(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__SetMouseSensitivityToDefault(); } DOTNET_EXPORT auto E__Supper__UCheatManager_Slomo(UCheatManager* Self, float NewTimeDilation) { auto _p0 = NewTimeDilation; ((UManageCheatManager*)Self)->_Supper__Slomo(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_Teleport(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__Teleport(); } DOTNET_EXPORT auto E__Supper__UCheatManager_TestCollisionDistance(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__TestCollisionDistance(); } DOTNET_EXPORT auto E__Supper__UCheatManager_ToggleAILogging(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__ToggleAILogging(); } DOTNET_EXPORT auto E__Supper__UCheatManager_ToggleDebugCamera(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__ToggleDebugCamera(); } DOTNET_EXPORT auto E__Supper__UCheatManager_ViewSelf(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__ViewSelf(); } DOTNET_EXPORT auto E__Supper__UCheatManager_Walk(UCheatManager* Self) { ((UManageCheatManager*)Self)->_Supper__Walk(); } DOTNET_EXPORT auto E__Supper__UCheatManager_BeginDestroy(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCheatManager_FinishDestroy(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCheatManager_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostCDOContruct(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostEditImport(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostInitProperties(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostLoad(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostNetReceive(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostRepNotifies(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCheatManager*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCheatManager_PreDestroyFromReplication(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCheatManager_PreNetReceive(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCheatManager_ShutdownAfterError(UObject* Self) { ((UManageCheatManager*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCheatManager_CreateCluster(UObjectBaseUtility* Self) { ((UManageCheatManager*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCheatManager_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCheatManager*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UInputComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageInputComponent.h" #include "Runtime/Engine/Classes/Components/InputComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:675 extern "C" { DOTNET_EXPORT auto E_PROP_UInputComponent_bBlockInput_GET(UInputComponent* Ptr) { return Ptr->bBlockInput; } DOTNET_EXPORT void E_PROP_UInputComponent_bBlockInput_SET(UInputComponent* Ptr, uint8 Value) { Ptr->bBlockInput = Value; } DOTNET_EXPORT auto E_PROP_UInputComponent_Priority_GET(UInputComponent* Ptr) { return Ptr->Priority; } DOTNET_EXPORT void E_PROP_UInputComponent_Priority_SET(UInputComponent* Ptr, int32 Value) { Ptr->Priority = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UInputComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UInputComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UInputComponent_AddActionBinding(UInputComponent* Self, INT_PTR Binding) { auto _p0 = *(FInputActionBinding*)Binding; return (INT_PTR) new FInputActionBinding(Self->AddActionBinding(_p0)); } DOTNET_EXPORT auto E_UInputComponent_BindAxis(UInputComponent* Self, char* AxisName) { auto _p0 = ConvertFromManage_FName(AxisName); return (INT_PTR) new FInputAxisBinding(Self->BindAxis(_p0)); } DOTNET_EXPORT auto E_UInputComponent_ClearActionBindings(UInputComponent* Self) { Self->ClearActionBindings(); } DOTNET_EXPORT auto E_UInputComponent_ClearBindingValues(UInputComponent* Self) { Self->ClearBindingValues(); } DOTNET_EXPORT auto E_UInputComponent_ConditionalBuildKeyMap(UInputComponent* Self, UPlayerInput* PlayerInput) { auto _p0 = PlayerInput; Self->ConditionalBuildKeyMap(_p0); } DOTNET_EXPORT auto E_UInputComponent_GetActionBinding(UInputComponent* Self, int32 BindingIndex) { auto _p0 = BindingIndex; return (INT_PTR) new FInputActionBinding(Self->GetActionBinding(_p0)); } DOTNET_EXPORT auto E_UInputComponent_GetAxisValue(UInputComponent* Self, char* AxisName) { auto _p0 = ConvertFromManage_FName(AxisName); return Self->GetAxisValue(_p0); } DOTNET_EXPORT auto E_UInputComponent_GetNumActionBindings(UInputComponent* Self) { return Self->GetNumActionBindings(); } DOTNET_EXPORT auto E_UInputComponent_HasBindings(UInputComponent* Self) { return Self->HasBindings(); } DOTNET_EXPORT auto E_UInputComponent_RemoveActionBinding(UInputComponent* Self, int32 BindingIndex) { auto _p0 = BindingIndex; Self->RemoveActionBinding(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageInputComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_BeginPlay(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UInputComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_Deactivate(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UInputComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageInputComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_InitializeComponent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageInputComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnComponentCreated(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageInputComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnRegister(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnUnregister(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UInputComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageInputComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageInputComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UInputComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageInputComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageInputComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageInputComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_ToggleActive(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UInputComponent_UninitializeComponent(UActorComponent* Self) { ((UManageInputComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UInputComponent_BeginDestroy(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UInputComponent_FinishDestroy(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UInputComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostCDOContruct(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostEditImport(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostInitProperties(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostLoad(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostNetReceive(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostRepNotifies(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageInputComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UInputComponent_PreDestroyFromReplication(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UInputComponent_PreNetReceive(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UInputComponent_ShutdownAfterError(UObject* Self) { ((UManageInputComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UInputComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageInputComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UInputComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageInputComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/USpectatorPawnMovement.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageSpectatorPawnMovement.h" #include "Runtime/Engine/Classes/GameFramework/SpectatorPawnMovement.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\SpectatorPawnMovement.h:15 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_USpectatorPawnMovement(UObject* Parent, char* Name) { return (INT_PTR)NewObject<USpectatorPawnMovement>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_ApplyControlInputToVelocity(UFloatingPawnMovement* Self, float DeltaTime) { auto _p0 = DeltaTime; ((UManageSpectatorPawnMovement*)Self)->_Supper__ApplyControlInputToVelocity(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_StopActiveMovement(UNavMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__StopActiveMovement(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnTeleported(UMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSpectatorPawnMovement*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_StopMovementImmediately(UMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_UpdateTickRegistration(UMovementComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageSpectatorPawnMovement*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_BeginPlay(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_Deactivate(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageSpectatorPawnMovement*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_InitializeComponent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageSpectatorPawnMovement*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnComponentCreated(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageSpectatorPawnMovement*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnCreatePhysicsState(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnRegister(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnRep_IsActive(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnUnregister(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageSpectatorPawnMovement*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageSpectatorPawnMovement*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageSpectatorPawnMovement*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSpectatorPawnMovement*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageSpectatorPawnMovement*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_ToggleActive(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_UninitializeComponent(UActorComponent* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_BeginDestroy(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_FinishDestroy(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostCDOContruct(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostEditImport(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostInitProperties(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostLoad(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostNetReceive(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostRepNotifies(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageSpectatorPawnMovement*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PreDestroyFromReplication(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_PreNetReceive(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_ShutdownAfterError(UObject* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_CreateCluster(UObjectBaseUtility* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__USpectatorPawnMovement_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageSpectatorPawnMovement*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UCameraShake.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraShake.h" #include "Runtime/Engine/Classes/Camera/CameraShake.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraShake.h:136 extern "C" { DOTNET_EXPORT auto E_PROP_UCameraShake_AnimBlendInTime_GET(UCameraShake* Ptr) { return Ptr->AnimBlendInTime; } DOTNET_EXPORT void E_PROP_UCameraShake_AnimBlendInTime_SET(UCameraShake* Ptr, float Value) { Ptr->AnimBlendInTime = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_AnimBlendOutTime_GET(UCameraShake* Ptr) { return Ptr->AnimBlendOutTime; } DOTNET_EXPORT void E_PROP_UCameraShake_AnimBlendOutTime_SET(UCameraShake* Ptr, float Value) { Ptr->AnimBlendOutTime = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_AnimInst_GET(UCameraShake* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->AnimInst); } DOTNET_EXPORT void E_PROP_UCameraShake_AnimInst_SET(UCameraShake* Ptr, UCameraAnimInst* Value) { Ptr->AnimInst = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_AnimPlayRate_GET(UCameraShake* Ptr) { return Ptr->AnimPlayRate; } DOTNET_EXPORT void E_PROP_UCameraShake_AnimPlayRate_SET(UCameraShake* Ptr, float Value) { Ptr->AnimPlayRate = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_AnimScale_GET(UCameraShake* Ptr) { return Ptr->AnimScale; } DOTNET_EXPORT void E_PROP_UCameraShake_AnimScale_SET(UCameraShake* Ptr, float Value) { Ptr->AnimScale = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_FOVOscillation_GET(UCameraShake* Ptr) { return (INT_PTR)&(Ptr->FOVOscillation); } DOTNET_EXPORT void E_PROP_UCameraShake_FOVOscillation_SET(UCameraShake* Ptr, INT_PTR Value) { Ptr->FOVOscillation = *(FFOscillator*)Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_LocOscillation_GET(UCameraShake* Ptr) { return (INT_PTR)&(Ptr->LocOscillation); } DOTNET_EXPORT void E_PROP_UCameraShake_LocOscillation_SET(UCameraShake* Ptr, INT_PTR Value) { Ptr->LocOscillation = *(FVOscillator*)Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_OscillationBlendInTime_GET(UCameraShake* Ptr) { return Ptr->OscillationBlendInTime; } DOTNET_EXPORT void E_PROP_UCameraShake_OscillationBlendInTime_SET(UCameraShake* Ptr, float Value) { Ptr->OscillationBlendInTime = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_OscillationBlendOutTime_GET(UCameraShake* Ptr) { return Ptr->OscillationBlendOutTime; } DOTNET_EXPORT void E_PROP_UCameraShake_OscillationBlendOutTime_SET(UCameraShake* Ptr, float Value) { Ptr->OscillationBlendOutTime = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_OscillationDuration_GET(UCameraShake* Ptr) { return Ptr->OscillationDuration; } DOTNET_EXPORT void E_PROP_UCameraShake_OscillationDuration_SET(UCameraShake* Ptr, float Value) { Ptr->OscillationDuration = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_OscillatorTimeRemaining_GET(UCameraShake* Ptr) { return Ptr->OscillatorTimeRemaining; } DOTNET_EXPORT void E_PROP_UCameraShake_OscillatorTimeRemaining_SET(UCameraShake* Ptr, float Value) { Ptr->OscillatorTimeRemaining = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_RandomAnimSegmentDuration_GET(UCameraShake* Ptr) { return Ptr->RandomAnimSegmentDuration; } DOTNET_EXPORT void E_PROP_UCameraShake_RandomAnimSegmentDuration_SET(UCameraShake* Ptr, float Value) { Ptr->RandomAnimSegmentDuration = Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_RotOscillation_GET(UCameraShake* Ptr) { return (INT_PTR)&(Ptr->RotOscillation); } DOTNET_EXPORT void E_PROP_UCameraShake_RotOscillation_SET(UCameraShake* Ptr, INT_PTR Value) { Ptr->RotOscillation = *(FROscillator*)Value; } DOTNET_EXPORT auto E_PROP_UCameraShake_ShakeScale_GET(UCameraShake* Ptr) { return Ptr->ShakeScale; } DOTNET_EXPORT void E_PROP_UCameraShake_ShakeScale_SET(UCameraShake* Ptr, float Value) { Ptr->ShakeScale = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UCameraShake(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UCameraShake>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UCameraShake_BlueprintUpdateCameraShake(UCameraShake* Self, float DeltaTime, float Alpha, INT_PTR POV, INT_PTR ModifiedPOV) { auto _p0 = DeltaTime; auto _p1 = Alpha; auto& _p2 = *(FMinimalViewInfo*)POV; auto& _p3 = *(FMinimalViewInfo*)ModifiedPOV; Self->BlueprintUpdateCameraShake(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UCameraShake_IsFinished(UCameraShake* Self) { return Self->IsFinished(); } DOTNET_EXPORT auto E_UCameraShake_IsLooping(UCameraShake* Self) { return Self->IsLooping(); } DOTNET_EXPORT auto E_UCameraShake_ReceiveIsFinished(UCameraShake* Self) { return Self->ReceiveIsFinished(); } DOTNET_EXPORT auto E_UCameraShake_ReceivePlayShake(UCameraShake* Self, float Scale) { auto _p0 = Scale; Self->ReceivePlayShake(_p0); } DOTNET_EXPORT auto E_UCameraShake_ReceiveStopShake(UCameraShake* Self, bool bImmediately) { auto _p0 = bImmediately; Self->ReceiveStopShake(_p0); } DOTNET_EXPORT auto E_UCameraShake_SetCurrentTimeAndApplyShake(UCameraShake* Self, float NewTime, INT_PTR POV) { auto _p0 = NewTime; auto& _p1 = *(FMinimalViewInfo*)POV; Self->SetCurrentTimeAndApplyShake(_p0, _p1); } DOTNET_EXPORT auto E_UCameraShake_SetTempCameraAnimActor(UCameraShake* Self, AActor* Actor) { auto _p0 = Actor; Self->SetTempCameraAnimActor(_p0); } DOTNET_EXPORT auto E_UCameraShake_StopShake(UCameraShake* Self, bool bImmediately) { auto _p0 = bImmediately; Self->StopShake(_p0); } DOTNET_EXPORT auto E_UCameraShake_UpdateAndApplyCameraShake(UCameraShake* Self, float DeltaTime, float Alpha, INT_PTR InOutPOV) { auto _p0 = DeltaTime; auto _p1 = Alpha; auto& _p2 = *(FMinimalViewInfo*)InOutPOV; Self->UpdateAndApplyCameraShake(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__UCameraShake_StopShake(UCameraShake* Self, bool bImmediately) { auto _p0 = bImmediately; ((UManageCameraShake*)Self)->_Supper__StopShake(_p0); } DOTNET_EXPORT auto E__Supper__UCameraShake_BeginDestroy(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraShake_FinishDestroy(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UCameraShake_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostCDOContruct(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostEditImport(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostInitProperties(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostLoad(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostNetReceive(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostRepNotifies(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageCameraShake*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UCameraShake_PreDestroyFromReplication(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UCameraShake_PreNetReceive(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UCameraShake_ShutdownAfterError(UObject* Self) { ((UManageCameraShake*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UCameraShake_CreateCluster(UObjectBaseUtility* Self) { ((UManageCameraShake*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UCameraShake_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageCameraShake*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/Structures.h
<reponame>mrkriv/UnrealDotNet<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. #include "CoreMinimal.h" #include "Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h" #include "Runtime/Engine/Classes/Components/SkinnedMeshComponent.h" #include "Runtime/Engine/Classes/Engine/EngineBaseTypes.h" #include "Runtime/Engine/Classes/Engine/World.h" #include "Runtime/AIModule/Classes/DataProviders/AIDataProvider.h" #include "Runtime/AIModule/Classes/AITypes.h" #include "Runtime/Engine/Classes/Components/SkeletalMeshComponent.h" #include "Runtime/Engine/Classes/Engine/EngineTypes.h" #include "Runtime/Engine/Classes/Components/AudioComponent.h" #include "Runtime/Engine/Classes/GameFramework/Character.h" #include "Runtime/Engine/Classes/Components/LineBatchComponent.h" #include "Runtime/Core/Public/Math/Box.h" #include "Runtime/Core/Public/Math/Box2D.h" #include "Runtime/Core/Public/Math/BoxSphereBounds.h" #include "Runtime/Engine/Classes/GameFramework/WorldSettings.h" #include "Runtime/Engine/Classes/Components/InputComponent.h" #include "Runtime/Engine/Classes/Camera/PlayerCameraManager.h" #include "Runtime/Engine/Classes/Engine/Scene.h" #include "Runtime/Engine/Classes/Camera/CameraPhotography.h" #include "Runtime/Engine/Classes/Camera/CameraStackTypes.h" #include "Runtime/Engine/Classes/Engine/Canvas.h" #include "Runtime/Core/Public/Math/CapsuleShape.h" #include "Runtime/Engine/Classes/Components/ChildActorComponent.h" #include "Runtime/Engine/Classes/Engine/Engine.h" #include "Runtime/Engine/Classes/GameFramework/LocalMessage.h" #include "Runtime/Core/Public/Math/ClipProjectionMatrix.h" #include "Runtime/Engine/Classes/Components/HierarchicalInstancedStaticMeshComponent.h" #include "Runtime/Engine/Public/CollisionQueryParams.h" #include "Runtime/AIModule/Classes/Navigation/CrowdManager.h" #include "Runtime/Core/Public/Math/CurveEdInterface.h" #include "Runtime/Engine/Classes/Components/SceneComponent.h" #include "Runtime/Core/Public/Math/DualQuat.h" #include "Runtime/Engine/Classes/GameFramework/PlayerController.h" #include "Runtime/Core/Public/Math/Edge.h" #include "Runtime/Engine/Classes/Components/SceneCaptureComponent.h" #include "Runtime/Engine/Classes/Components/ExponentialHeightFogComponent.h" #include "Runtime/Engine/Classes/Engine/NetSerialization.h" #include "Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h" #include "Runtime/Core/Public/Math/PackedVector.h" #include "Runtime/CoreUObject/Public/UObject/UObjectArray.h" #include "Runtime/Core/Public/Math/Float16.h" #include "Runtime/Core/Public/Math/Float16Color.h" #include "Runtime/Core/Public/Math/Float32.h" #include "Runtime/Core/Public/Math/FloatPacker.h" #include "Runtime/AIModule/Classes/AIController.h" #include "Runtime/Engine/Classes/Camera/CameraShake.h" #include "Runtime/Engine/Classes/GameFramework/GameModeBase.h" #include "Runtime/AIModule/Classes/GenericTeamAgentInterface.h" #include "Runtime/Engine/Classes/GameFramework/PlayerInput.h" #include "Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h" #include "Runtime/Engine/Classes/Components/InterpToMovementComponent.h" #include "Runtime/Core/Public/Math/IntPoint.h" #include "Runtime/Core/Public/Math/IntRect.h" #include "Runtime/Core/Public/Math/IntVector.h" #include "Runtime/Core/Public/Math/InverseRotationMatrix.h" #include "Runtime/Core/Public/Math/Color.h" #include "Runtime/Engine/Classes/Engine/LocalPlayer.h" #include "Runtime/Engine/Classes/Components/MaterialBillboardComponent.h" #include "Runtime/Core/Public/Math/Matrix.h" #include "Runtime/Core/Public/Math/TransformCalculus2D.h" #include "Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h" #include "Runtime/Engine/Classes/Camera/CameraTypes.h" #include "Runtime/Core/Public/Math/MirrorMatrix.h" #include "Runtime/Core/Public/Math/OrientedBox.h" #include "Runtime/Core/Public/Math/OrthoMatrix.h" #include "Runtime/Engine/Classes/Components/StaticMeshComponent.h" #include "Runtime/AIModule/Classes/Actions/PawnActionsComponent.h" #include "Runtime/Core/Public/Math/PerspectiveMatrix.h" #include "Runtime/Core/Public/Math/Plane.h" #include "Runtime/Engine/Classes/GameFramework/PlayerMuteList.h" #include "Runtime/Engine/Classes/Camera/CameraModifier_CameraShake.h" #include "Runtime/Core/Public/Math/Quat.h" #include "Runtime/Core/Public/Math/QuatRotationTranslationMatrix.h" #include "Runtime/Core/Public/Math/RandomStream.h" #include "Runtime/Engine/Classes/Components/PrimitiveComponent.h" #include "Runtime/Engine/Classes/GameFramework/RootMotionSource.h" #include "Runtime/Core/Public/Math/RotationAboutPointMatrix.h" #include "Runtime/Core/Public/Math/RotationMatrix.h" #include "Runtime/Core/Public/Math/RotationTranslationMatrix.h" #include "Runtime/Core/Public/Math/Rotator.h" #include "Runtime/Core/Public/Math/TransformCalculus3D.h" #include "Runtime/Core/Public/Math/ScaleMatrix.h" #include "Runtime/Core/Public/Math/ScaleRotationTranslationMatrix.h" #include "Runtime/Engine/Classes/GameFramework/SimpleReticle.h" #include "Runtime/Core/Public/Math/Sobol.h" #include "Runtime/Core/Public/Math/Sphere.h" #include "Runtime/Engine/Classes/Components/SplineComponent.h" #include "Runtime/Engine/Classes/Components/SplineMeshComponent.h" #include "Runtime/Engine/Classes/Components/TimelineComponent.h" #include "Runtime/Engine/Classes/GameFramework/TouchInterface.h" #include "Runtime/Core/Public/Math/TransformVectorized.h" #include "Runtime/Core/Public/Math/TranslationMatrix.h" #include "Runtime/Core/Public/Math/TwoVectors.h" #include "Runtime/Core/Public/Math/UnitConversion.h" #include "Runtime/Core/Public/Math/Vector.h" #include "Runtime/Core/Public/Math/Vector2D.h" #include "Runtime/Core/Public/Math/Vector2DHalf.h" #include "Runtime/Core/Public/Math/Vector4.h" #include "Runtime/Engine/Classes/GameFramework/PlayerState.h" extern "C" { /* FActiveForceFeedbackEffect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FActiveForceFeedbackEffect() { return (INT_PTR) new FActiveForceFeedbackEffect(); } DOTNET_EXPORT auto E_PROP_FActiveForceFeedbackEffect_Parameters_GET(FActiveForceFeedbackEffect* Ptr) { return (INT_PTR)&(Ptr->Parameters); } DOTNET_EXPORT void E_PROP_FActiveForceFeedbackEffect_Parameters_SET(FActiveForceFeedbackEffect* Ptr, INT_PTR Value) { Ptr->Parameters = *(FForceFeedbackParameters*)Value; } DOTNET_EXPORT auto E_PROP_FActiveForceFeedbackEffect_PlayTime_GET(FActiveForceFeedbackEffect* Ptr) { return Ptr->PlayTime; } DOTNET_EXPORT void E_PROP_FActiveForceFeedbackEffect_PlayTime_SET(FActiveForceFeedbackEffect* Ptr, float Value) { Ptr->PlayTime = Value; } /* FActiveMorphTarget */ DOTNET_EXPORT INT_PTR E_CreateStruct_FActiveMorphTarget() { return (INT_PTR) new FActiveMorphTarget(); } DOTNET_EXPORT auto E_PROP_FActiveMorphTarget_WeightIndex_GET(FActiveMorphTarget* Ptr) { return Ptr->WeightIndex; } DOTNET_EXPORT void E_PROP_FActiveMorphTarget_WeightIndex_SET(FActiveMorphTarget* Ptr, int32 Value) { Ptr->WeightIndex = Value; } /* FActorComponentTickFunction */ DOTNET_EXPORT INT_PTR E_CreateStruct_FActorComponentTickFunction() { return (INT_PTR) new FActorComponentTickFunction(); } DOTNET_EXPORT auto E_PROP_FActorComponentTickFunction_Target_GET(FActorComponentTickFunction* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Target); } DOTNET_EXPORT void E_PROP_FActorComponentTickFunction_Target_SET(FActorComponentTickFunction* Ptr, UActorComponent* Value) { Ptr->Target = Value; } /* FActorSpawnParameters */ DOTNET_EXPORT INT_PTR E_CreateStruct_FActorSpawnParameters() { return (INT_PTR) new FActorSpawnParameters(); } DOTNET_EXPORT auto E_PROP_FActorSpawnParameters_Instigator_GET(FActorSpawnParameters* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Instigator); } DOTNET_EXPORT void E_PROP_FActorSpawnParameters_Instigator_SET(FActorSpawnParameters* Ptr, APawn* Value) { Ptr->Instigator = Value; } DOTNET_EXPORT auto E_PROP_FActorSpawnParameters_Name_GET(FActorSpawnParameters* Ptr) { return ConvertToManage_StringWrapper(Ptr->Name); } DOTNET_EXPORT void E_PROP_FActorSpawnParameters_Name_SET(FActorSpawnParameters* Ptr, char* Value) { Ptr->Name = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FActorSpawnParameters_Owner_GET(FActorSpawnParameters* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Owner); } DOTNET_EXPORT void E_PROP_FActorSpawnParameters_Owner_SET(FActorSpawnParameters* Ptr, AActor* Value) { Ptr->Owner = Value; } DOTNET_EXPORT auto E_PROP_FActorSpawnParameters_Template_GET(FActorSpawnParameters* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Template); } DOTNET_EXPORT void E_PROP_FActorSpawnParameters_Template_SET(FActorSpawnParameters* Ptr, AActor* Value) { Ptr->Template = Value; } DOTNET_EXPORT auto E_FActorSpawnParameters_IsRemoteOwned(FActorSpawnParameters* Self) { return Self->IsRemoteOwned(); } /* FActorTickFunction */ DOTNET_EXPORT INT_PTR E_CreateStruct_FActorTickFunction() { return (INT_PTR) new FActorTickFunction(); } DOTNET_EXPORT auto E_PROP_FActorTickFunction_Target_GET(FActorTickFunction* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Target); } DOTNET_EXPORT void E_PROP_FActorTickFunction_Target_SET(FActorTickFunction* Ptr, AActor* Value) { Ptr->Target = Value; } /* FAIDataProviderBoolValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderBoolValue() { return (INT_PTR) new FAIDataProviderBoolValue(); } DOTNET_EXPORT auto E_PROP_FAIDataProviderBoolValue_DefaultValue_GET(FAIDataProviderBoolValue* Ptr) { return Ptr->DefaultValue; } DOTNET_EXPORT void E_PROP_FAIDataProviderBoolValue_DefaultValue_SET(FAIDataProviderBoolValue* Ptr, bool Value) { Ptr->DefaultValue = Value; } DOTNET_EXPORT auto E_FAIDataProviderBoolValue_GetValue(FAIDataProviderBoolValue* Self) { return Self->GetValue(); } /* FAIDataProviderFloatValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderFloatValue() { return (INT_PTR) new FAIDataProviderFloatValue(); } DOTNET_EXPORT auto E_PROP_FAIDataProviderFloatValue_DefaultValue_GET(FAIDataProviderFloatValue* Ptr) { return Ptr->DefaultValue; } DOTNET_EXPORT void E_PROP_FAIDataProviderFloatValue_DefaultValue_SET(FAIDataProviderFloatValue* Ptr, float Value) { Ptr->DefaultValue = Value; } DOTNET_EXPORT auto E_FAIDataProviderFloatValue_GetValue(FAIDataProviderFloatValue* Self) { return Self->GetValue(); } /* FAIDataProviderIntValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderIntValue() { return (INT_PTR) new FAIDataProviderIntValue(); } DOTNET_EXPORT auto E_PROP_FAIDataProviderIntValue_DefaultValue_GET(FAIDataProviderIntValue* Ptr) { return Ptr->DefaultValue; } DOTNET_EXPORT void E_PROP_FAIDataProviderIntValue_DefaultValue_SET(FAIDataProviderIntValue* Ptr, int32 Value) { Ptr->DefaultValue = Value; } DOTNET_EXPORT auto E_FAIDataProviderIntValue_GetValue(FAIDataProviderIntValue* Self) { return Self->GetValue(); } /* FAIDataProviderStructValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderStructValue() { return (INT_PTR) new FAIDataProviderStructValue(); } DOTNET_EXPORT auto E_PROP_FAIDataProviderStructValue_StructName_GET(FAIDataProviderStructValue* Ptr) { return ConvertToManage_StringWrapper(Ptr->StructName); } DOTNET_EXPORT void E_PROP_FAIDataProviderStructValue_StructName_SET(FAIDataProviderStructValue* Ptr, char* Value) { Ptr->StructName = ConvertFromManage_FString(Value); } /* FAIDataProviderTypedValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderTypedValue() { return (INT_PTR) new FAIDataProviderTypedValue(); } /* FAIDataProviderValue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIDataProviderValue() { return (INT_PTR) new FAIDataProviderValue(); } DOTNET_EXPORT auto E_PROP_FAIDataProviderValue_DataBinding_GET(FAIDataProviderValue* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->DataBinding); } DOTNET_EXPORT void E_PROP_FAIDataProviderValue_DataBinding_SET(FAIDataProviderValue* Ptr, UAIDataProvider* Value) { Ptr->DataBinding = Value; } DOTNET_EXPORT auto E_PROP_FAIDataProviderValue_DataField_GET(FAIDataProviderValue* Ptr) { return ConvertToManage_StringWrapper(Ptr->DataField); } DOTNET_EXPORT void E_PROP_FAIDataProviderValue_DataField_SET(FAIDataProviderValue* Ptr, char* Value) { Ptr->DataField = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_FAIDataProviderValue_BindData(FAIDataProviderValue* Self, UObject* Owner, int32 RequestId) { auto _p0 = Owner; auto _p1 = RequestId; Self->BindData(_p0, _p1); } DOTNET_EXPORT auto E_FAIDataProviderValue_IsDynamic(FAIDataProviderValue* Self) { return Self->IsDynamic(); } DOTNET_EXPORT auto E_FAIDataProviderValue_ToString(FAIDataProviderValue* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FAIDataProviderValue_ValueToString(FAIDataProviderValue* Self) { return ConvertToManage_StringWrapper(Self->ValueToString()); } /* FAIMoveRequest */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIMoveRequest() { return (INT_PTR) new FAIMoveRequest(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FAIMoveRequest_AActor(AActor* InGoalActor) { return (INT_PTR) new FAIMoveRequest(InGoalActor); } DOTNET_EXPORT INT_PTR E_CreateStruct_FAIMoveRequest_FVector(INT_PTR InGoalLocation) { return (INT_PTR) new FAIMoveRequest(*(FVector*)InGoalLocation); } DOTNET_EXPORT auto E_FAIMoveRequest_CanStopOnOverlap(FAIMoveRequest* Self) { return Self->CanStopOnOverlap(); } DOTNET_EXPORT auto E_FAIMoveRequest_CanStrafe(FAIMoveRequest* Self) { return Self->CanStrafe(); } DOTNET_EXPORT auto E_FAIMoveRequest_GetAcceptanceRadius(FAIMoveRequest* Self) { return Self->GetAcceptanceRadius(); } DOTNET_EXPORT auto E_FAIMoveRequest_GetDestination(FAIMoveRequest* Self) { return (INT_PTR) new FVector(Self->GetDestination()); } DOTNET_EXPORT auto E_FAIMoveRequest_GetGoalActor(FAIMoveRequest* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetGoalActor()); } DOTNET_EXPORT auto E_FAIMoveRequest_GetGoalLocation(FAIMoveRequest* Self) { return (INT_PTR) new FVector(Self->GetGoalLocation()); } DOTNET_EXPORT auto E_FAIMoveRequest_GetUserFlags(FAIMoveRequest* Self) { return Self->GetUserFlags(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsMoveToActorRequest(FAIMoveRequest* Self) { return Self->IsMoveToActorRequest(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsProjectingGoal(FAIMoveRequest* Self) { return Self->IsProjectingGoal(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsReachTestIncludingAgentRadius(FAIMoveRequest* Self) { return Self->IsReachTestIncludingAgentRadius(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsReachTestIncludingGoalRadius(FAIMoveRequest* Self) { return Self->IsReachTestIncludingGoalRadius(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsUsingPartialPaths(FAIMoveRequest* Self) { return Self->IsUsingPartialPaths(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsUsingPathfinding(FAIMoveRequest* Self) { return Self->IsUsingPathfinding(); } DOTNET_EXPORT auto E_FAIMoveRequest_IsValid(FAIMoveRequest* Self) { return Self->IsValid(); } DOTNET_EXPORT auto E_FAIMoveRequest_SetAcceptanceRadius(FAIMoveRequest* Self, float Radius) { auto _p0 = Radius; return (INT_PTR) new FAIMoveRequest(Self->SetAcceptanceRadius(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetAllowPartialPath(FAIMoveRequest* Self, bool bAllowPartial) { auto _p0 = bAllowPartial; return (INT_PTR) new FAIMoveRequest(Self->SetAllowPartialPath(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetCanStrafe(FAIMoveRequest* Self, bool bStrafe) { auto _p0 = bStrafe; return (INT_PTR) new FAIMoveRequest(Self->SetCanStrafe(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetGoalActor(FAIMoveRequest* Self, AActor* InGoalActor) { auto _p0 = InGoalActor; Self->SetGoalActor(_p0); } DOTNET_EXPORT auto E_FAIMoveRequest_SetGoalLocation(FAIMoveRequest* Self, INT_PTR InGoalLocation) { auto& _p0 = *(FVector*)InGoalLocation; Self->SetGoalLocation(_p0); } DOTNET_EXPORT auto E_FAIMoveRequest_SetProjectGoalLocation(FAIMoveRequest* Self, bool bProject) { auto _p0 = bProject; return (INT_PTR) new FAIMoveRequest(Self->SetProjectGoalLocation(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetReachTestIncludesAgentRadius(FAIMoveRequest* Self, bool bIncludeRadius) { auto _p0 = bIncludeRadius; return (INT_PTR) new FAIMoveRequest(Self->SetReachTestIncludesAgentRadius(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetReachTestIncludesGoalRadius(FAIMoveRequest* Self, bool bIncludeRadius) { auto _p0 = bIncludeRadius; return (INT_PTR) new FAIMoveRequest(Self->SetReachTestIncludesGoalRadius(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetStopOnOverlap(FAIMoveRequest* Self, bool bStop) { auto _p0 = bStop; return (INT_PTR) new FAIMoveRequest(Self->SetStopOnOverlap(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetUsePathfinding(FAIMoveRequest* Self, bool bPathfinding) { auto _p0 = bPathfinding; return (INT_PTR) new FAIMoveRequest(Self->SetUsePathfinding(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_SetUserFlags(FAIMoveRequest* Self, int32 InUserFlags) { auto _p0 = InUserFlags; return (INT_PTR) new FAIMoveRequest(Self->SetUserFlags(_p0)); } DOTNET_EXPORT auto E_FAIMoveRequest_ToString(FAIMoveRequest* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FAIMoveRequest_UpdateGoalLocation(FAIMoveRequest* Self, INT_PTR NewLocation) { auto& _p0 = *(FVector*)NewLocation; return Self->UpdateGoalLocation(_p0); } /* FAIRequestID */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIRequestID() { return (INT_PTR) new FAIRequestID(); } DOTNET_EXPORT auto E_PROP_FAIRequestID_AnyRequest_GET() { return (INT_PTR)&(FAIRequestID::AnyRequest); } DOTNET_EXPORT auto E_PROP_FAIRequestID_CurrentRequest_GET() { return (INT_PTR)&(FAIRequestID::CurrentRequest); } DOTNET_EXPORT auto E_PROP_FAIRequestID_InvalidRequest_GET() { return (INT_PTR)&(FAIRequestID::InvalidRequest); } DOTNET_EXPORT auto E_FAIRequestID_IsEquivalent(FAIRequestID* Self, INT_PTR Other) { auto _p0 = *(FAIRequestID*)Other; return Self->IsEquivalent(_p0); } DOTNET_EXPORT auto E_FAIRequestID_IsValid(FAIRequestID* Self) { return Self->IsValid(); } DOTNET_EXPORT auto E_FAIRequestID_ToString(FAIRequestID* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FAIResourceLock */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIResourceLock() { return (INT_PTR) new FAIResourceLock(); } DOTNET_EXPORT auto E_FAIResourceLock_ForceClearAllLocks(FAIResourceLock* Self) { Self->ForceClearAllLocks(); } DOTNET_EXPORT auto E_FAIResourceLock_GetLockPriorityName(FAIResourceLock* Self) { return ConvertToManage_StringWrapper(Self->GetLockPriorityName()); } DOTNET_EXPORT auto E_FAIResourceLock_IsLocked(FAIResourceLock* Self) { return Self->IsLocked(); } DOTNET_EXPORT auto E_FAIResourceLock_SetUseResourceLockCount(FAIResourceLock* Self, bool inUseResourceLockCount) { auto _p0 = inUseResourceLockCount; Self->SetUseResourceLockCount(_p0); } /* FAIResourcesSet */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAIResourcesSet() { return (INT_PTR) new FAIResourcesSet(); } DOTNET_EXPORT auto E_PROP_FAIResourcesSet_MaxFlags_GET() { return FAIResourcesSet::MaxFlags; } DOTNET_EXPORT auto E_FAIResourcesSet_AddResourceIndex(FAIResourcesSet* Self, uint8 ResourceIndex) { auto _p0 = ResourceIndex; return (INT_PTR) new FAIResourcesSet(Self->AddResourceIndex(_p0)); } DOTNET_EXPORT auto E_FAIResourcesSet_Clear(FAIResourcesSet* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FAIResourcesSet_ContainsResourceIndex(FAIResourcesSet* Self, uint8 ResourceID) { auto _p0 = ResourceID; return Self->ContainsResourceIndex(_p0); } DOTNET_EXPORT auto E_FAIResourcesSet_IsEmpty(FAIResourcesSet* Self) { return Self->IsEmpty(); } DOTNET_EXPORT auto E_FAIResourcesSet_RemoveResourceIndex(FAIResourcesSet* Self, uint8 ResourceIndex) { auto _p0 = ResourceIndex; return (INT_PTR) new FAIResourcesSet(Self->RemoveResourceIndex(_p0)); } /* FAnimationEvaluationContext */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAnimationEvaluationContext() { return (INT_PTR) new FAnimationEvaluationContext(); } DOTNET_EXPORT auto E_PROP_FAnimationEvaluationContext_bDoEvaluation_GET(FAnimationEvaluationContext* Ptr) { return Ptr->bDoEvaluation; } DOTNET_EXPORT void E_PROP_FAnimationEvaluationContext_bDoEvaluation_SET(FAnimationEvaluationContext* Ptr, bool Value) { Ptr->bDoEvaluation = Value; } DOTNET_EXPORT auto E_PROP_FAnimationEvaluationContext_bDoInterpolation_GET(FAnimationEvaluationContext* Ptr) { return Ptr->bDoInterpolation; } DOTNET_EXPORT void E_PROP_FAnimationEvaluationContext_bDoInterpolation_SET(FAnimationEvaluationContext* Ptr, bool Value) { Ptr->bDoInterpolation = Value; } DOTNET_EXPORT auto E_PROP_FAnimationEvaluationContext_bDuplicateToCacheBones_GET(FAnimationEvaluationContext* Ptr) { return Ptr->bDuplicateToCacheBones; } DOTNET_EXPORT void E_PROP_FAnimationEvaluationContext_bDuplicateToCacheBones_SET(FAnimationEvaluationContext* Ptr, bool Value) { Ptr->bDuplicateToCacheBones = Value; } DOTNET_EXPORT auto E_PROP_FAnimationEvaluationContext_bDuplicateToCacheCurve_GET(FAnimationEvaluationContext* Ptr) { return Ptr->bDuplicateToCacheCurve; } DOTNET_EXPORT void E_PROP_FAnimationEvaluationContext_bDuplicateToCacheCurve_SET(FAnimationEvaluationContext* Ptr, bool Value) { Ptr->bDuplicateToCacheCurve = Value; } DOTNET_EXPORT auto E_PROP_FAnimationEvaluationContext_RootBoneTranslation_GET(FAnimationEvaluationContext* Ptr) { return (INT_PTR)&(Ptr->RootBoneTranslation); } DOTNET_EXPORT void E_PROP_FAnimationEvaluationContext_RootBoneTranslation_SET(FAnimationEvaluationContext* Ptr, INT_PTR Value) { Ptr->RootBoneTranslation = *(FVector*)Value; } DOTNET_EXPORT auto E_FAnimationEvaluationContext_Clear(FAnimationEvaluationContext* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FAnimationEvaluationContext_Copy(FAnimationEvaluationContext* Self, INT_PTR Other) { auto& _p0 = *(FAnimationEvaluationContext*)Other; Self->Copy(_p0); } /* FAnimSlotDesc */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAnimSlotDesc() { return (INT_PTR) new FAnimSlotDesc(); } DOTNET_EXPORT auto E_PROP_FAnimSlotDesc_NumChannels_GET(FAnimSlotDesc* Ptr) { return Ptr->NumChannels; } DOTNET_EXPORT void E_PROP_FAnimSlotDesc_NumChannels_SET(FAnimSlotDesc* Ptr, int32 Value) { Ptr->NumChannels = Value; } DOTNET_EXPORT auto E_PROP_FAnimSlotDesc_SlotName_GET(FAnimSlotDesc* Ptr) { return ConvertToManage_StringWrapper(Ptr->SlotName); } DOTNET_EXPORT void E_PROP_FAnimSlotDesc_SlotName_SET(FAnimSlotDesc* Ptr, char* Value) { Ptr->SlotName = ConvertFromManage_FName(Value); } /* FAnimSlotInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAnimSlotInfo() { return (INT_PTR) new FAnimSlotInfo(); } DOTNET_EXPORT auto E_PROP_FAnimSlotInfo_SlotName_GET(FAnimSlotInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->SlotName); } DOTNET_EXPORT void E_PROP_FAnimSlotInfo_SlotName_SET(FAnimSlotInfo* Ptr, char* Value) { Ptr->SlotName = ConvertFromManage_FName(Value); } /* FAttachmentTransformRules */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAttachmentTransformRules_EAttachmentRule_bool(EAttachmentRule InRule, bool bInWeldSimulatedBodies) { return (INT_PTR) new FAttachmentTransformRules(InRule, bInWeldSimulatedBodies); } DOTNET_EXPORT INT_PTR E_CreateStruct_FAttachmentTransformRules_EAttachmentRule_EAttachmentRule_EAttachmentRule_bool(EAttachmentRule InLocationRule, EAttachmentRule InRotationRule, EAttachmentRule InScaleRule, bool bInWeldSimulatedBodies) { return (INT_PTR) new FAttachmentTransformRules(InLocationRule, InRotationRule, InScaleRule, bInWeldSimulatedBodies); } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_bWeldSimulatedBodies_GET(FAttachmentTransformRules* Ptr) { return Ptr->bWeldSimulatedBodies; } DOTNET_EXPORT void E_PROP_FAttachmentTransformRules_bWeldSimulatedBodies_SET(FAttachmentTransformRules* Ptr, bool Value) { Ptr->bWeldSimulatedBodies = Value; } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_KeepRelativeTransform_GET() { return (INT_PTR)&(FAttachmentTransformRules::KeepRelativeTransform); } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_KeepWorldTransform_GET() { return (INT_PTR)&(FAttachmentTransformRules::KeepWorldTransform); } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_LocationRule_GET(FAttachmentTransformRules* Ptr) { return Ptr->LocationRule; } DOTNET_EXPORT void E_PROP_FAttachmentTransformRules_LocationRule_SET(FAttachmentTransformRules* Ptr, EAttachmentRule Value) { Ptr->LocationRule = Value; } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_RotationRule_GET(FAttachmentTransformRules* Ptr) { return Ptr->RotationRule; } DOTNET_EXPORT void E_PROP_FAttachmentTransformRules_RotationRule_SET(FAttachmentTransformRules* Ptr, EAttachmentRule Value) { Ptr->RotationRule = Value; } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_ScaleRule_GET(FAttachmentTransformRules* Ptr) { return Ptr->ScaleRule; } DOTNET_EXPORT void E_PROP_FAttachmentTransformRules_ScaleRule_SET(FAttachmentTransformRules* Ptr, EAttachmentRule Value) { Ptr->ScaleRule = Value; } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_SnapToTargetIncludingScale_GET() { return (INT_PTR)&(FAttachmentTransformRules::SnapToTargetIncludingScale); } DOTNET_EXPORT auto E_PROP_FAttachmentTransformRules_SnapToTargetNotIncludingScale_GET() { return (INT_PTR)&(FAttachmentTransformRules::SnapToTargetNotIncludingScale); } /* FAudioComponentParam */ DOTNET_EXPORT INT_PTR E_CreateStruct_FAudioComponentParam_FName(char* Name) { return (INT_PTR) new FAudioComponentParam(ConvertFromManage_FName(Name)); } DOTNET_EXPORT INT_PTR E_CreateStruct_FAudioComponentParam() { return (INT_PTR) new FAudioComponentParam(); } DOTNET_EXPORT auto E_PROP_FAudioComponentParam_BoolParam_GET(FAudioComponentParam* Ptr) { return Ptr->BoolParam; } DOTNET_EXPORT void E_PROP_FAudioComponentParam_BoolParam_SET(FAudioComponentParam* Ptr, bool Value) { Ptr->BoolParam = Value; } DOTNET_EXPORT auto E_PROP_FAudioComponentParam_FloatParam_GET(FAudioComponentParam* Ptr) { return Ptr->FloatParam; } DOTNET_EXPORT void E_PROP_FAudioComponentParam_FloatParam_SET(FAudioComponentParam* Ptr, float Value) { Ptr->FloatParam = Value; } DOTNET_EXPORT auto E_PROP_FAudioComponentParam_IntParam_GET(FAudioComponentParam* Ptr) { return Ptr->IntParam; } DOTNET_EXPORT void E_PROP_FAudioComponentParam_IntParam_SET(FAudioComponentParam* Ptr, int32 Value) { Ptr->IntParam = Value; } DOTNET_EXPORT auto E_PROP_FAudioComponentParam_ParamName_GET(FAudioComponentParam* Ptr) { return ConvertToManage_StringWrapper(Ptr->ParamName); } DOTNET_EXPORT void E_PROP_FAudioComponentParam_ParamName_SET(FAudioComponentParam* Ptr, char* Value) { Ptr->ParamName = ConvertFromManage_FName(Value); } /* FBasedMovementInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBasedMovementInfo() { return (INT_PTR) new FBasedMovementInfo(); } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_BoneName_GET(FBasedMovementInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->BoneName); } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_BoneName_SET(FBasedMovementInfo* Ptr, char* Value) { Ptr->BoneName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_bRelativeRotation_GET(FBasedMovementInfo* Ptr) { return Ptr->bRelativeRotation; } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_bRelativeRotation_SET(FBasedMovementInfo* Ptr, bool Value) { Ptr->bRelativeRotation = Value; } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_bServerHasBaseComponent_GET(FBasedMovementInfo* Ptr) { return Ptr->bServerHasBaseComponent; } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_bServerHasBaseComponent_SET(FBasedMovementInfo* Ptr, bool Value) { Ptr->bServerHasBaseComponent = Value; } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_bServerHasVelocity_GET(FBasedMovementInfo* Ptr) { return Ptr->bServerHasVelocity; } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_bServerHasVelocity_SET(FBasedMovementInfo* Ptr, bool Value) { Ptr->bServerHasVelocity = Value; } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_Location_GET(FBasedMovementInfo* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_Location_SET(FBasedMovementInfo* Ptr, INT_PTR Value) { Ptr->Location = *(FVector_NetQuantize100*)Value; } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_MovementBase_GET(FBasedMovementInfo* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->MovementBase); } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_MovementBase_SET(FBasedMovementInfo* Ptr, UPrimitiveComponent* Value) { Ptr->MovementBase = Value; } DOTNET_EXPORT auto E_PROP_FBasedMovementInfo_Rotation_GET(FBasedMovementInfo* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FBasedMovementInfo_Rotation_SET(FBasedMovementInfo* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_FBasedMovementInfo_HasRelativeLocation(FBasedMovementInfo* Self) { return Self->HasRelativeLocation(); } DOTNET_EXPORT auto E_FBasedMovementInfo_HasRelativeRotation(FBasedMovementInfo* Self) { return Self->HasRelativeRotation(); } DOTNET_EXPORT auto E_FBasedMovementInfo_IsBaseUnresolved(FBasedMovementInfo* Self) { return Self->IsBaseUnresolved(); } /* FBasedPosition */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBasedPosition() { return (INT_PTR) new FBasedPosition(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBasedPosition_AActor_FVector(AActor* InBase, INT_PTR InPosition) { return (INT_PTR) new FBasedPosition(InBase, *(FVector*)InPosition); } DOTNET_EXPORT auto E_PROP_FBasedPosition_Base_GET(FBasedPosition* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Base); } DOTNET_EXPORT void E_PROP_FBasedPosition_Base_SET(FBasedPosition* Ptr, AActor* Value) { Ptr->Base = Value; } DOTNET_EXPORT auto E_PROP_FBasedPosition_CachedBaseLocation_GET(FBasedPosition* Ptr) { return (INT_PTR)&(Ptr->CachedBaseLocation); } DOTNET_EXPORT void E_PROP_FBasedPosition_CachedBaseLocation_SET(FBasedPosition* Ptr, INT_PTR Value) { Ptr->CachedBaseLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBasedPosition_CachedBaseRotation_GET(FBasedPosition* Ptr) { return (INT_PTR)&(Ptr->CachedBaseRotation); } DOTNET_EXPORT void E_PROP_FBasedPosition_CachedBaseRotation_SET(FBasedPosition* Ptr, INT_PTR Value) { Ptr->CachedBaseRotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_FBasedPosition_CachedTransPosition_GET(FBasedPosition* Ptr) { return (INT_PTR)&(Ptr->CachedTransPosition); } DOTNET_EXPORT void E_PROP_FBasedPosition_CachedTransPosition_SET(FBasedPosition* Ptr, INT_PTR Value) { Ptr->CachedTransPosition = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBasedPosition_Position_GET(FBasedPosition* Ptr) { return (INT_PTR)&(Ptr->Position); } DOTNET_EXPORT void E_PROP_FBasedPosition_Position_SET(FBasedPosition* Ptr, INT_PTR Value) { Ptr->Position = *(FVector*)Value; } DOTNET_EXPORT auto E_FBasedPosition_Clear(FBasedPosition* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FBasedPosition_Set(FBasedPosition* Self, AActor* InBase, INT_PTR InPosition) { auto _p0 = InBase; auto& _p1 = *(FVector*)InPosition; Self->Set(_p0, _p1); } /* FBatchedLine */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBatchedLine() { return (INT_PTR) new FBatchedLine(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBatchedLine_FVector_FVector_FLinearColor_float_float_uint8(INT_PTR InStart, INT_PTR InEnd, INT_PTR InColor, float InLifeTime, float InThickness, uint8 InDepthPriority) { return (INT_PTR) new FBatchedLine(*(FVector*)InStart, *(FVector*)InEnd, *(FLinearColor*)InColor, InLifeTime, InThickness, InDepthPriority); } DOTNET_EXPORT auto E_PROP_FBatchedLine_Color_GET(FBatchedLine* Ptr) { return (INT_PTR)&(Ptr->Color); } DOTNET_EXPORT void E_PROP_FBatchedLine_Color_SET(FBatchedLine* Ptr, INT_PTR Value) { Ptr->Color = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FBatchedLine_DepthPriority_GET(FBatchedLine* Ptr) { return Ptr->DepthPriority; } DOTNET_EXPORT void E_PROP_FBatchedLine_DepthPriority_SET(FBatchedLine* Ptr, uint8 Value) { Ptr->DepthPriority = Value; } DOTNET_EXPORT auto E_PROP_FBatchedLine_End_GET(FBatchedLine* Ptr) { return (INT_PTR)&(Ptr->End); } DOTNET_EXPORT void E_PROP_FBatchedLine_End_SET(FBatchedLine* Ptr, INT_PTR Value) { Ptr->End = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBatchedLine_RemainingLifeTime_GET(FBatchedLine* Ptr) { return Ptr->RemainingLifeTime; } DOTNET_EXPORT void E_PROP_FBatchedLine_RemainingLifeTime_SET(FBatchedLine* Ptr, float Value) { Ptr->RemainingLifeTime = Value; } DOTNET_EXPORT auto E_PROP_FBatchedLine_Start_GET(FBatchedLine* Ptr) { return (INT_PTR)&(Ptr->Start); } DOTNET_EXPORT void E_PROP_FBatchedLine_Start_SET(FBatchedLine* Ptr, INT_PTR Value) { Ptr->Start = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBatchedLine_Thickness_GET(FBatchedLine* Ptr) { return Ptr->Thickness; } DOTNET_EXPORT void E_PROP_FBatchedLine_Thickness_SET(FBatchedLine* Ptr, float Value) { Ptr->Thickness = Value; } /* FBatchedMesh */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBatchedMesh() { return (INT_PTR) new FBatchedMesh(); } DOTNET_EXPORT auto E_PROP_FBatchedMesh_DepthPriority_GET(FBatchedMesh* Ptr) { return Ptr->DepthPriority; } DOTNET_EXPORT void E_PROP_FBatchedMesh_DepthPriority_SET(FBatchedMesh* Ptr, uint8 Value) { Ptr->DepthPriority = Value; } DOTNET_EXPORT auto E_PROP_FBatchedMesh_RemainingLifeTime_GET(FBatchedMesh* Ptr) { return Ptr->RemainingLifeTime; } DOTNET_EXPORT void E_PROP_FBatchedMesh_RemainingLifeTime_SET(FBatchedMesh* Ptr, float Value) { Ptr->RemainingLifeTime = Value; } /* FBatchedPoint */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBatchedPoint() { return (INT_PTR) new FBatchedPoint(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBatchedPoint_FVector_FLinearColor_float_float_uint8(INT_PTR InPosition, INT_PTR InColor, float InPointSize, float InLifeTime, uint8 InDepthPriority) { return (INT_PTR) new FBatchedPoint(*(FVector*)InPosition, *(FLinearColor*)InColor, InPointSize, InLifeTime, InDepthPriority); } DOTNET_EXPORT auto E_PROP_FBatchedPoint_Color_GET(FBatchedPoint* Ptr) { return (INT_PTR)&(Ptr->Color); } DOTNET_EXPORT void E_PROP_FBatchedPoint_Color_SET(FBatchedPoint* Ptr, INT_PTR Value) { Ptr->Color = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FBatchedPoint_DepthPriority_GET(FBatchedPoint* Ptr) { return Ptr->DepthPriority; } DOTNET_EXPORT void E_PROP_FBatchedPoint_DepthPriority_SET(FBatchedPoint* Ptr, uint8 Value) { Ptr->DepthPriority = Value; } DOTNET_EXPORT auto E_PROP_FBatchedPoint_PointSize_GET(FBatchedPoint* Ptr) { return Ptr->PointSize; } DOTNET_EXPORT void E_PROP_FBatchedPoint_PointSize_SET(FBatchedPoint* Ptr, float Value) { Ptr->PointSize = Value; } DOTNET_EXPORT auto E_PROP_FBatchedPoint_Position_GET(FBatchedPoint* Ptr) { return (INT_PTR)&(Ptr->Position); } DOTNET_EXPORT void E_PROP_FBatchedPoint_Position_SET(FBatchedPoint* Ptr, INT_PTR Value) { Ptr->Position = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBatchedPoint_RemainingLifeTime_GET(FBatchedPoint* Ptr) { return Ptr->RemainingLifeTime; } DOTNET_EXPORT void E_PROP_FBatchedPoint_RemainingLifeTime_SET(FBatchedPoint* Ptr, float Value) { Ptr->RemainingLifeTime = Value; } /* FBox */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBox() { return (INT_PTR) new FBox(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox_int32(int32 _p0) { return (INT_PTR) new FBox(_p0); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox_FVector_FVector(INT_PTR InMin, INT_PTR InMax) { return (INT_PTR) new FBox(*(FVector*)InMin, *(FVector*)InMax); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox_FVector_int32(INT_PTR Points, int32 Count) { return (INT_PTR) new FBox((FVector*)Points, Count); } DOTNET_EXPORT auto E_PROP_FBox_IsValid_GET(FBox* Ptr) { return Ptr->IsValid; } DOTNET_EXPORT void E_PROP_FBox_IsValid_SET(FBox* Ptr, uint8 Value) { Ptr->IsValid = Value; } DOTNET_EXPORT auto E_PROP_FBox_Max_GET(FBox* Ptr) { return (INT_PTR)&(Ptr->Max); } DOTNET_EXPORT void E_PROP_FBox_Max_SET(FBox* Ptr, INT_PTR Value) { Ptr->Max = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBox_Min_GET(FBox* Ptr) { return (INT_PTR)&(Ptr->Min); } DOTNET_EXPORT void E_PROP_FBox_Min_SET(FBox* Ptr, INT_PTR Value) { Ptr->Min = *(FVector*)Value; } DOTNET_EXPORT auto E_FBox_BuildAABB(FBox* Self, INT_PTR Origin, INT_PTR Extent) { auto& _p0 = *(FVector*)Origin; auto& _p1 = *(FVector*)Extent; return (INT_PTR) new FBox(Self->BuildAABB(_p0, _p1)); } DOTNET_EXPORT auto E_FBox_ComputeSquaredDistanceToPoint(FBox* Self, INT_PTR Point) { auto& _p0 = *(FVector*)Point; return Self->ComputeSquaredDistanceToPoint(_p0); } DOTNET_EXPORT auto E_FBox_ExpandBy(FBox* Self, float W) { auto _p0 = W; return (INT_PTR) new FBox(Self->ExpandBy(_p0)); } DOTNET_EXPORT auto E_FBox_ExpandBy_o1(FBox* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FBox(Self->ExpandBy(_p0)); } DOTNET_EXPORT auto E_FBox_ExpandBy_o2(FBox* Self, INT_PTR Neg, INT_PTR Pos) { auto& _p0 = *(FVector*)Neg; auto& _p1 = *(FVector*)Pos; return (INT_PTR) new FBox(Self->ExpandBy(_p0, _p1)); } DOTNET_EXPORT auto E_FBox_GetCenter(FBox* Self) { return (INT_PTR) new FVector(Self->GetCenter()); } DOTNET_EXPORT auto E_FBox_GetCenterAndExtents(FBox* Self, INT_PTR center, INT_PTR Extents) { auto& _p0 = *(FVector*)center; auto& _p1 = *(FVector*)Extents; Self->GetCenterAndExtents(_p0, _p1); } DOTNET_EXPORT auto E_FBox_GetClosestPointTo(FBox* Self, INT_PTR Point) { auto& _p0 = *(FVector*)Point; return (INT_PTR) new FVector(Self->GetClosestPointTo(_p0)); } DOTNET_EXPORT auto E_FBox_GetExtent(FBox* Self) { return (INT_PTR) new FVector(Self->GetExtent()); } DOTNET_EXPORT auto E_FBox_GetExtrema(FBox* Self, int PointIndex) { auto _p0 = PointIndex; return (INT_PTR) new FVector(Self->GetExtrema(_p0)); } DOTNET_EXPORT auto E_FBox_GetSize(FBox* Self) { return (INT_PTR) new FVector(Self->GetSize()); } DOTNET_EXPORT auto E_FBox_GetVolume(FBox* Self) { return Self->GetVolume(); } DOTNET_EXPORT auto E_FBox_Init(FBox* Self) { Self->Init(); } DOTNET_EXPORT auto E_FBox_Intersect(FBox* Self, INT_PTR other) { auto& _p0 = *(FBox*)other; return Self->Intersect(_p0); } DOTNET_EXPORT auto E_FBox_IntersectXY(FBox* Self, INT_PTR Other) { auto& _p0 = *(FBox*)Other; return Self->IntersectXY(_p0); } DOTNET_EXPORT auto E_FBox_InverseTransformBy(FBox* Self, INT_PTR M) { auto& _p0 = *(FTransform*)M; return (INT_PTR) new FBox(Self->InverseTransformBy(_p0)); } DOTNET_EXPORT auto E_FBox_IsInside(FBox* Self, INT_PTR In) { auto& _p0 = *(FVector*)In; return Self->IsInside(_p0); } DOTNET_EXPORT auto E_FBox_IsInside_o1(FBox* Self, INT_PTR Other) { auto& _p0 = *(FBox*)Other; return Self->IsInside(_p0); } DOTNET_EXPORT auto E_FBox_IsInsideOrOn(FBox* Self, INT_PTR In) { auto& _p0 = *(FVector*)In; return Self->IsInsideOrOn(_p0); } DOTNET_EXPORT auto E_FBox_IsInsideXY(FBox* Self, INT_PTR In) { auto& _p0 = *(FVector*)In; return Self->IsInsideXY(_p0); } DOTNET_EXPORT auto E_FBox_IsInsideXY_o1(FBox* Self, INT_PTR Other) { auto& _p0 = *(FBox*)Other; return Self->IsInsideXY(_p0); } DOTNET_EXPORT auto E_FBox_MoveTo(FBox* Self, INT_PTR Destination) { auto& _p0 = *(FVector*)Destination; return (INT_PTR) new FBox(Self->MoveTo(_p0)); } DOTNET_EXPORT auto E_FBox_Overlap(FBox* Self, INT_PTR Other) { auto& _p0 = *(FBox*)Other; return (INT_PTR) new FBox(Self->Overlap(_p0)); } DOTNET_EXPORT auto E_FBox_ShiftBy(FBox* Self, INT_PTR Offset) { auto& _p0 = *(FVector*)Offset; return (INT_PTR) new FBox(Self->ShiftBy(_p0)); } DOTNET_EXPORT auto E_FBox_ToString(FBox* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FBox_TransformBy(FBox* Self, INT_PTR M) { auto& _p0 = *(FMatrix*)M; return (INT_PTR) new FBox(Self->TransformBy(_p0)); } DOTNET_EXPORT auto E_FBox_TransformBy_o1(FBox* Self, INT_PTR M) { auto& _p0 = *(FTransform*)M; return (INT_PTR) new FBox(Self->TransformBy(_p0)); } DOTNET_EXPORT auto E_FBox_TransformProjectBy(FBox* Self, INT_PTR ProjM) { auto& _p0 = *(FMatrix*)ProjM; return (INT_PTR) new FBox(Self->TransformProjectBy(_p0)); } /* FBox2D */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBox2D() { return (INT_PTR) new FBox2D(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox2D_int32(int32 _p0) { return (INT_PTR) new FBox2D(_p0); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox2D_FVector2D_FVector2D(INT_PTR InMin, INT_PTR InMax) { return (INT_PTR) new FBox2D(*(FVector2D*)InMin, *(FVector2D*)InMax); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBox2D_FVector2D_int32(INT_PTR Points, int32 Count) { return (INT_PTR) new FBox2D((FVector2D*)Points, Count); } DOTNET_EXPORT auto E_PROP_FBox2D_bIsValid_GET(FBox2D* Ptr) { return Ptr->bIsValid; } DOTNET_EXPORT void E_PROP_FBox2D_bIsValid_SET(FBox2D* Ptr, bool Value) { Ptr->bIsValid = Value; } DOTNET_EXPORT auto E_PROP_FBox2D_Max_GET(FBox2D* Ptr) { return (INT_PTR)&(Ptr->Max); } DOTNET_EXPORT void E_PROP_FBox2D_Max_SET(FBox2D* Ptr, INT_PTR Value) { Ptr->Max = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FBox2D_Min_GET(FBox2D* Ptr) { return (INT_PTR)&(Ptr->Min); } DOTNET_EXPORT void E_PROP_FBox2D_Min_SET(FBox2D* Ptr, INT_PTR Value) { Ptr->Min = *(FVector2D*)Value; } DOTNET_EXPORT auto E_FBox2D_ComputeSquaredDistanceToPoint(FBox2D* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return Self->ComputeSquaredDistanceToPoint(_p0); } DOTNET_EXPORT auto E_FBox2D_ExpandBy(FBox2D* Self, float W) { auto _p0 = W; return (INT_PTR) new FBox2D(Self->ExpandBy(_p0)); } DOTNET_EXPORT auto E_FBox2D_GetArea(FBox2D* Self) { return Self->GetArea(); } DOTNET_EXPORT auto E_FBox2D_GetCenter(FBox2D* Self) { return (INT_PTR) new FVector2D(Self->GetCenter()); } DOTNET_EXPORT auto E_FBox2D_GetCenterAndExtents(FBox2D* Self, INT_PTR center, INT_PTR Extents) { auto& _p0 = *(FVector2D*)center; auto& _p1 = *(FVector2D*)Extents; Self->GetCenterAndExtents(_p0, _p1); } DOTNET_EXPORT auto E_FBox2D_GetClosestPointTo(FBox2D* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return (INT_PTR) new FVector2D(Self->GetClosestPointTo(_p0)); } DOTNET_EXPORT auto E_FBox2D_GetExtent(FBox2D* Self) { return (INT_PTR) new FVector2D(Self->GetExtent()); } DOTNET_EXPORT auto E_FBox2D_GetSize(FBox2D* Self) { return (INT_PTR) new FVector2D(Self->GetSize()); } DOTNET_EXPORT auto E_FBox2D_Init(FBox2D* Self) { Self->Init(); } DOTNET_EXPORT auto E_FBox2D_Intersect(FBox2D* Self, INT_PTR other) { auto& _p0 = *(FBox2D*)other; return Self->Intersect(_p0); } DOTNET_EXPORT auto E_FBox2D_IsInside(FBox2D* Self, INT_PTR TestPoint) { auto& _p0 = *(FVector2D*)TestPoint; return Self->IsInside(_p0); } DOTNET_EXPORT auto E_FBox2D_IsInside_o1(FBox2D* Self, INT_PTR Other) { auto& _p0 = *(FBox2D*)Other; return Self->IsInside(_p0); } DOTNET_EXPORT auto E_FBox2D_ShiftBy(FBox2D* Self, INT_PTR Offset) { auto& _p0 = *(FVector2D*)Offset; return (INT_PTR) new FBox2D(Self->ShiftBy(_p0)); } DOTNET_EXPORT auto E_FBox2D_ToString(FBox2D* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FBoxSphereBounds */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBoxSphereBounds() { return (INT_PTR) new FBoxSphereBounds(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBoxSphereBounds_FVector_FVector_float(INT_PTR InOrigin, INT_PTR InBoxExtent, float InSphereRadius) { return (INT_PTR) new FBoxSphereBounds(*(FVector*)InOrigin, *(FVector*)InBoxExtent, InSphereRadius); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBoxSphereBounds_FBox_FSphere(INT_PTR Box, INT_PTR Sphere) { return (INT_PTR) new FBoxSphereBounds(*(FBox*)Box, *(FSphere*)Sphere); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBoxSphereBounds_FBox(INT_PTR Box) { return (INT_PTR) new FBoxSphereBounds(*(FBox*)Box); } DOTNET_EXPORT INT_PTR E_CreateStruct_FBoxSphereBounds_FSphere(INT_PTR Sphere) { return (INT_PTR) new FBoxSphereBounds(*(FSphere*)Sphere); } DOTNET_EXPORT auto E_PROP_FBoxSphereBounds_BoxExtent_GET(FBoxSphereBounds* Ptr) { return (INT_PTR)&(Ptr->BoxExtent); } DOTNET_EXPORT void E_PROP_FBoxSphereBounds_BoxExtent_SET(FBoxSphereBounds* Ptr, INT_PTR Value) { Ptr->BoxExtent = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBoxSphereBounds_Origin_GET(FBoxSphereBounds* Ptr) { return (INT_PTR)&(Ptr->Origin); } DOTNET_EXPORT void E_PROP_FBoxSphereBounds_Origin_SET(FBoxSphereBounds* Ptr, INT_PTR Value) { Ptr->Origin = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FBoxSphereBounds_SphereRadius_GET(FBoxSphereBounds* Ptr) { return Ptr->SphereRadius; } DOTNET_EXPORT void E_PROP_FBoxSphereBounds_SphereRadius_SET(FBoxSphereBounds* Ptr, float Value) { Ptr->SphereRadius = Value; } DOTNET_EXPORT auto E_FBoxSphereBounds_BoxesIntersect(FBoxSphereBounds* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FBoxSphereBounds*)A; auto& _p1 = *(FBoxSphereBounds*)B; return Self->BoxesIntersect(_p0, _p1); } DOTNET_EXPORT auto E_FBoxSphereBounds_ComputeSquaredDistanceFromBoxToPoint(FBoxSphereBounds* Self, INT_PTR Point) { auto& _p0 = *(FVector*)Point; return Self->ComputeSquaredDistanceFromBoxToPoint(_p0); } DOTNET_EXPORT auto E_FBoxSphereBounds_ContainsNaN(FBoxSphereBounds* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FBoxSphereBounds_DiagnosticCheckNaN(FBoxSphereBounds* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FBoxSphereBounds_ExpandBy(FBoxSphereBounds* Self, float ExpandAmount) { auto _p0 = ExpandAmount; return (INT_PTR) new FBoxSphereBounds(Self->ExpandBy(_p0)); } DOTNET_EXPORT auto E_FBoxSphereBounds_GetBox(FBoxSphereBounds* Self) { return (INT_PTR) new FBox(Self->GetBox()); } DOTNET_EXPORT auto E_FBoxSphereBounds_GetSphere(FBoxSphereBounds* Self) { return (INT_PTR) new FSphere(Self->GetSphere()); } DOTNET_EXPORT auto E_FBoxSphereBounds_SpheresIntersect(FBoxSphereBounds* Self, INT_PTR A, INT_PTR B, float Tolerance) { auto& _p0 = *(FBoxSphereBounds*)A; auto& _p1 = *(FBoxSphereBounds*)B; auto _p2 = Tolerance; return Self->SpheresIntersect(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FBoxSphereBounds_ToString(FBoxSphereBounds* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FBoxSphereBounds_TransformBy(FBoxSphereBounds* Self, INT_PTR M) { auto& _p0 = *(FMatrix*)M; return (INT_PTR) new FBoxSphereBounds(Self->TransformBy(_p0)); } DOTNET_EXPORT auto E_FBoxSphereBounds_TransformBy_o1(FBoxSphereBounds* Self, INT_PTR M) { auto& _p0 = *(FTransform*)M; return (INT_PTR) new FBoxSphereBounds(Self->TransformBy(_p0)); } /* FBroadphaseSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FBroadphaseSettings() { return (INT_PTR) new FBroadphaseSettings(); } DOTNET_EXPORT auto E_PROP_FBroadphaseSettings_bUseMBPOnClient_GET(FBroadphaseSettings* Ptr) { return Ptr->bUseMBPOnClient; } DOTNET_EXPORT void E_PROP_FBroadphaseSettings_bUseMBPOnClient_SET(FBroadphaseSettings* Ptr, bool Value) { Ptr->bUseMBPOnClient = Value; } DOTNET_EXPORT auto E_PROP_FBroadphaseSettings_bUseMBPOnServer_GET(FBroadphaseSettings* Ptr) { return Ptr->bUseMBPOnServer; } DOTNET_EXPORT void E_PROP_FBroadphaseSettings_bUseMBPOnServer_SET(FBroadphaseSettings* Ptr, bool Value) { Ptr->bUseMBPOnServer = Value; } DOTNET_EXPORT auto E_PROP_FBroadphaseSettings_MBPBounds_GET(FBroadphaseSettings* Ptr) { return (INT_PTR)&(Ptr->MBPBounds); } DOTNET_EXPORT void E_PROP_FBroadphaseSettings_MBPBounds_SET(FBroadphaseSettings* Ptr, INT_PTR Value) { Ptr->MBPBounds = *(FBox*)Value; } /* FCachedKeyToActionInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCachedKeyToActionInfo() { return (INT_PTR) new FCachedKeyToActionInfo(); } DOTNET_EXPORT auto E_PROP_FCachedKeyToActionInfo_PlayerInput_GET(FCachedKeyToActionInfo* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PlayerInput); } DOTNET_EXPORT void E_PROP_FCachedKeyToActionInfo_PlayerInput_SET(FCachedKeyToActionInfo* Ptr, UPlayerInput* Value) { Ptr->PlayerInput = Value; } /* FCameraCacheEntry */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCameraCacheEntry() { return (INT_PTR) new FCameraCacheEntry(); } DOTNET_EXPORT auto E_PROP_FCameraCacheEntry_POV_GET(FCameraCacheEntry* Ptr) { return (INT_PTR)&(Ptr->POV); } DOTNET_EXPORT void E_PROP_FCameraCacheEntry_POV_SET(FCameraCacheEntry* Ptr, INT_PTR Value) { Ptr->POV = *(FMinimalViewInfo*)Value; } DOTNET_EXPORT auto E_PROP_FCameraCacheEntry_TimeStamp_GET(FCameraCacheEntry* Ptr) { return Ptr->TimeStamp; } DOTNET_EXPORT void E_PROP_FCameraCacheEntry_TimeStamp_SET(FCameraCacheEntry* Ptr, float Value) { Ptr->TimeStamp = Value; } /* FCameraExposureSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCameraExposureSettings() { return (INT_PTR) new FCameraExposureSettings(); } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_Bias_GET(FCameraExposureSettings* Ptr) { return Ptr->Bias; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_Bias_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->Bias = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_CalibrationConstant_GET(FCameraExposureSettings* Ptr) { return Ptr->CalibrationConstant; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_CalibrationConstant_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->CalibrationConstant = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_HighPercent_GET(FCameraExposureSettings* Ptr) { return Ptr->HighPercent; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_HighPercent_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->HighPercent = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_HistogramLogMax_GET(FCameraExposureSettings* Ptr) { return Ptr->HistogramLogMax; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_HistogramLogMax_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->HistogramLogMax = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_HistogramLogMin_GET(FCameraExposureSettings* Ptr) { return Ptr->HistogramLogMin; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_HistogramLogMin_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->HistogramLogMin = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_LowPercent_GET(FCameraExposureSettings* Ptr) { return Ptr->LowPercent; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_LowPercent_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->LowPercent = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_MaxBrightness_GET(FCameraExposureSettings* Ptr) { return Ptr->MaxBrightness; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_MaxBrightness_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->MaxBrightness = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_MinBrightness_GET(FCameraExposureSettings* Ptr) { return Ptr->MinBrightness; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_MinBrightness_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->MinBrightness = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_SpeedDown_GET(FCameraExposureSettings* Ptr) { return Ptr->SpeedDown; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_SpeedDown_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->SpeedDown = Value; } DOTNET_EXPORT auto E_PROP_FCameraExposureSettings_SpeedUp_GET(FCameraExposureSettings* Ptr) { return Ptr->SpeedUp; } DOTNET_EXPORT void E_PROP_FCameraExposureSettings_SpeedUp_SET(FCameraExposureSettings* Ptr, float Value) { Ptr->SpeedUp = Value; } DOTNET_EXPORT auto E_FCameraExposureSettings_ExportToPostProcessSettings(FCameraExposureSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FCameraPhotographyManager */ DOTNET_EXPORT auto E_FCameraPhotographyManager_DefaultConstrainCamera(FCameraPhotographyManager* Self, INT_PTR NewCameraLocation, INT_PTR PreviousCameraLocation, INT_PTR OriginalCameraLocation, INT_PTR OutCameraLocation, APlayerCameraManager* PCMgr) { auto _p0 = *(FVector*)NewCameraLocation; auto _p1 = *(FVector*)PreviousCameraLocation; auto _p2 = *(FVector*)OriginalCameraLocation; auto& _p3 = *(FVector*)OutCameraLocation; auto _p4 = PCMgr; Self->DefaultConstrainCamera(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_FCameraPhotographyManager_Destroy(FCameraPhotographyManager* Self) { Self->Destroy(); } DOTNET_EXPORT auto E_FCameraPhotographyManager_Get(FCameraPhotographyManager* Self) { return (INT_PTR) new FCameraPhotographyManager(Self->Get()); } DOTNET_EXPORT auto E_FCameraPhotographyManager_IsSupported(FCameraPhotographyManager* Self, UWorld* InWorld) { auto _p0 = InWorld; return Self->IsSupported(_p0); } DOTNET_EXPORT auto E_FCameraPhotographyManager_SetUIControlVisibility(FCameraPhotographyManager* Self, uint8 UIControlTarget, bool bIsVisible) { auto _p0 = UIControlTarget; auto _p1 = bIsVisible; Self->SetUIControlVisibility(_p0, _p1); } DOTNET_EXPORT auto E_FCameraPhotographyManager_StartSession(FCameraPhotographyManager* Self) { Self->StartSession(); } DOTNET_EXPORT auto E_FCameraPhotographyManager_StopSession(FCameraPhotographyManager* Self) { Self->StopSession(); } DOTNET_EXPORT auto E_FCameraPhotographyManager_UpdateCamera(FCameraPhotographyManager* Self, INT_PTR InOutPOV, APlayerCameraManager* PCMgr) { auto& _p0 = *(FMinimalViewInfo*)InOutPOV; auto _p1 = PCMgr; return Self->UpdateCamera(_p0, _p1); } DOTNET_EXPORT auto E_FCameraPhotographyManager_UpdatePostProcessing(FCameraPhotographyManager* Self, INT_PTR InOutPostProcessingSettings) { auto& _p0 = *(FPostProcessSettings*)InOutPostProcessingSettings; Self->UpdatePostProcessing(_p0); } /* FCameraUpdateContext */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCameraUpdateContext_APlayerCameraManager_float(APlayerCameraManager* InCamera, float InDeltaTime) { return (INT_PTR) new FCameraUpdateContext(InCamera, InDeltaTime); } DOTNET_EXPORT auto E_FCameraUpdateContext_FractionalWeight(FCameraUpdateContext* Self, float Multiplier, bool bFromDebugNode) { auto _p0 = Multiplier; auto _p1 = bFromDebugNode; return (INT_PTR) new FCameraUpdateContext(Self->FractionalWeight(_p0, _p1)); } DOTNET_EXPORT auto E_FCameraUpdateContext_GetCameraManager(FCameraUpdateContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCameraManager()); } DOTNET_EXPORT auto E_FCameraUpdateContext_GetDeltaTime(FCameraUpdateContext* Self) { return Self->GetDeltaTime(); } DOTNET_EXPORT auto E_FCameraUpdateContext_GetNonDebugWeight(FCameraUpdateContext* Self) { return Self->GetNonDebugWeight(); } DOTNET_EXPORT auto E_FCameraUpdateContext_GetTrueWeight(FCameraUpdateContext* Self) { return Self->GetTrueWeight(); } /* FCanvasIcon */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCanvasIcon() { return (INT_PTR) new FCanvasIcon(); } DOTNET_EXPORT auto E_PROP_FCanvasIcon_U_GET(FCanvasIcon* Ptr) { return Ptr->U; } DOTNET_EXPORT void E_PROP_FCanvasIcon_U_SET(FCanvasIcon* Ptr, float Value) { Ptr->U = Value; } DOTNET_EXPORT auto E_PROP_FCanvasIcon_UL_GET(FCanvasIcon* Ptr) { return Ptr->UL; } DOTNET_EXPORT void E_PROP_FCanvasIcon_UL_SET(FCanvasIcon* Ptr, float Value) { Ptr->UL = Value; } DOTNET_EXPORT auto E_PROP_FCanvasIcon_V_GET(FCanvasIcon* Ptr) { return Ptr->V; } DOTNET_EXPORT void E_PROP_FCanvasIcon_V_SET(FCanvasIcon* Ptr, float Value) { Ptr->V = Value; } DOTNET_EXPORT auto E_PROP_FCanvasIcon_VL_GET(FCanvasIcon* Ptr) { return Ptr->VL; } DOTNET_EXPORT void E_PROP_FCanvasIcon_VL_SET(FCanvasIcon* Ptr, float Value) { Ptr->VL = Value; } /* FCapsuleShape */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCapsuleShape() { return (INT_PTR) new FCapsuleShape(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCapsuleShape_FVector_float_FVector_float(INT_PTR InCenter, float InRadius, INT_PTR InOrientation, float InLength) { return (INT_PTR) new FCapsuleShape(*(FVector*)InCenter, InRadius, *(FVector*)InOrientation, InLength); } DOTNET_EXPORT auto E_PROP_FCapsuleShape_Center_GET(FCapsuleShape* Ptr) { return (INT_PTR)&(Ptr->Center); } DOTNET_EXPORT void E_PROP_FCapsuleShape_Center_SET(FCapsuleShape* Ptr, INT_PTR Value) { Ptr->Center = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FCapsuleShape_Length_GET(FCapsuleShape* Ptr) { return Ptr->Length; } DOTNET_EXPORT void E_PROP_FCapsuleShape_Length_SET(FCapsuleShape* Ptr, float Value) { Ptr->Length = Value; } DOTNET_EXPORT auto E_PROP_FCapsuleShape_Orientation_GET(FCapsuleShape* Ptr) { return (INT_PTR)&(Ptr->Orientation); } DOTNET_EXPORT void E_PROP_FCapsuleShape_Orientation_SET(FCapsuleShape* Ptr, INT_PTR Value) { Ptr->Orientation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FCapsuleShape_Radius_GET(FCapsuleShape* Ptr) { return Ptr->Radius; } DOTNET_EXPORT void E_PROP_FCapsuleShape_Radius_SET(FCapsuleShape* Ptr, float Value) { Ptr->Radius = Value; } /* FChildActorAttachedActorInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FChildActorAttachedActorInfo() { return (INT_PTR) new FChildActorAttachedActorInfo(); } DOTNET_EXPORT auto E_PROP_FChildActorAttachedActorInfo_RelativeTransform_GET(FChildActorAttachedActorInfo* Ptr) { return (INT_PTR)&(Ptr->RelativeTransform); } DOTNET_EXPORT void E_PROP_FChildActorAttachedActorInfo_RelativeTransform_SET(FChildActorAttachedActorInfo* Ptr, INT_PTR Value) { Ptr->RelativeTransform = *(FTransform*)Value; } DOTNET_EXPORT auto E_PROP_FChildActorAttachedActorInfo_SocketName_GET(FChildActorAttachedActorInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->SocketName); } DOTNET_EXPORT void E_PROP_FChildActorAttachedActorInfo_SocketName_SET(FChildActorAttachedActorInfo* Ptr, char* Value) { Ptr->SocketName = ConvertFromManage_FName(Value); } /* FClassRedirect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClassRedirect() { return (INT_PTR) new FClassRedirect(); } DOTNET_EXPORT auto E_PROP_FClassRedirect_InstanceOnly_GET(FClassRedirect* Ptr) { return Ptr->InstanceOnly; } DOTNET_EXPORT void E_PROP_FClassRedirect_InstanceOnly_SET(FClassRedirect* Ptr, bool Value) { Ptr->InstanceOnly = Value; } DOTNET_EXPORT auto E_PROP_FClassRedirect_NewClassClass_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewClassClass); } DOTNET_EXPORT void E_PROP_FClassRedirect_NewClassClass_SET(FClassRedirect* Ptr, char* Value) { Ptr->NewClassClass = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_NewClassName_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewClassName); } DOTNET_EXPORT void E_PROP_FClassRedirect_NewClassName_SET(FClassRedirect* Ptr, char* Value) { Ptr->NewClassName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_NewClassPackage_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewClassPackage); } DOTNET_EXPORT void E_PROP_FClassRedirect_NewClassPackage_SET(FClassRedirect* Ptr, char* Value) { Ptr->NewClassPackage = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_NewSubobjName_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewSubobjName); } DOTNET_EXPORT void E_PROP_FClassRedirect_NewSubobjName_SET(FClassRedirect* Ptr, char* Value) { Ptr->NewSubobjName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_ObjectName_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->ObjectName); } DOTNET_EXPORT void E_PROP_FClassRedirect_ObjectName_SET(FClassRedirect* Ptr, char* Value) { Ptr->ObjectName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_OldClassName_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->OldClassName); } DOTNET_EXPORT void E_PROP_FClassRedirect_OldClassName_SET(FClassRedirect* Ptr, char* Value) { Ptr->OldClassName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClassRedirect_OldSubobjName_GET(FClassRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->OldSubobjName); } DOTNET_EXPORT void E_PROP_FClassRedirect_OldSubobjName_SET(FClassRedirect* Ptr, char* Value) { Ptr->OldSubobjName = ConvertFromManage_FName(Value); } /* FClientReceiveData */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClientReceiveData() { return (INT_PTR) new FClientReceiveData(); } DOTNET_EXPORT auto E_PROP_FClientReceiveData_LocalPC_GET(FClientReceiveData* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->LocalPC); } DOTNET_EXPORT void E_PROP_FClientReceiveData_LocalPC_SET(FClientReceiveData* Ptr, APlayerController* Value) { Ptr->LocalPC = Value; } DOTNET_EXPORT auto E_PROP_FClientReceiveData_MessageIndex_GET(FClientReceiveData* Ptr) { return Ptr->MessageIndex; } DOTNET_EXPORT void E_PROP_FClientReceiveData_MessageIndex_SET(FClientReceiveData* Ptr, int32 Value) { Ptr->MessageIndex = Value; } DOTNET_EXPORT auto E_PROP_FClientReceiveData_MessageString_GET(FClientReceiveData* Ptr) { return ConvertToManage_StringWrapper(Ptr->MessageString); } DOTNET_EXPORT void E_PROP_FClientReceiveData_MessageString_SET(FClientReceiveData* Ptr, char* Value) { Ptr->MessageString = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FClientReceiveData_MessageType_GET(FClientReceiveData* Ptr) { return ConvertToManage_StringWrapper(Ptr->MessageType); } DOTNET_EXPORT void E_PROP_FClientReceiveData_MessageType_SET(FClientReceiveData* Ptr, char* Value) { Ptr->MessageType = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClientReceiveData_OptionalObject_GET(FClientReceiveData* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->OptionalObject); } DOTNET_EXPORT void E_PROP_FClientReceiveData_OptionalObject_SET(FClientReceiveData* Ptr, UObject* Value) { Ptr->OptionalObject = Value; } DOTNET_EXPORT auto E_PROP_FClientReceiveData_RelatedPlayerState_1_GET(FClientReceiveData* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->RelatedPlayerState_1); } DOTNET_EXPORT void E_PROP_FClientReceiveData_RelatedPlayerState_1_SET(FClientReceiveData* Ptr, APlayerState* Value) { Ptr->RelatedPlayerState_1 = Value; } DOTNET_EXPORT auto E_PROP_FClientReceiveData_RelatedPlayerState_2_GET(FClientReceiveData* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->RelatedPlayerState_2); } DOTNET_EXPORT void E_PROP_FClientReceiveData_RelatedPlayerState_2_SET(FClientReceiveData* Ptr, APlayerState* Value) { Ptr->RelatedPlayerState_2 = Value; } /* FClipProjectionMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClipProjectionMatrix_FMatrix_FPlane(INT_PTR SrcProjMat, INT_PTR Plane) { return (INT_PTR) new FClipProjectionMatrix(*(FMatrix*)SrcProjMat, *(FPlane*)Plane); } /* FClosestPointOnPhysicsAsset */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClosestPointOnPhysicsAsset() { return (INT_PTR) new FClosestPointOnPhysicsAsset(); } DOTNET_EXPORT auto E_PROP_FClosestPointOnPhysicsAsset_BoneName_GET(FClosestPointOnPhysicsAsset* Ptr) { return ConvertToManage_StringWrapper(Ptr->BoneName); } DOTNET_EXPORT void E_PROP_FClosestPointOnPhysicsAsset_BoneName_SET(FClosestPointOnPhysicsAsset* Ptr, char* Value) { Ptr->BoneName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FClosestPointOnPhysicsAsset_ClosestWorldPosition_GET(FClosestPointOnPhysicsAsset* Ptr) { return (INT_PTR)&(Ptr->ClosestWorldPosition); } DOTNET_EXPORT void E_PROP_FClosestPointOnPhysicsAsset_ClosestWorldPosition_SET(FClosestPointOnPhysicsAsset* Ptr, INT_PTR Value) { Ptr->ClosestWorldPosition = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClosestPointOnPhysicsAsset_Distance_GET(FClosestPointOnPhysicsAsset* Ptr) { return Ptr->Distance; } DOTNET_EXPORT void E_PROP_FClosestPointOnPhysicsAsset_Distance_SET(FClosestPointOnPhysicsAsset* Ptr, float Value) { Ptr->Distance = Value; } DOTNET_EXPORT auto E_PROP_FClosestPointOnPhysicsAsset_Normal_GET(FClosestPointOnPhysicsAsset* Ptr) { return (INT_PTR)&(Ptr->Normal); } DOTNET_EXPORT void E_PROP_FClosestPointOnPhysicsAsset_Normal_SET(FClosestPointOnPhysicsAsset* Ptr, INT_PTR Value) { Ptr->Normal = *(FVector*)Value; } /* FClusterNode */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClusterNode() { return (INT_PTR) new FClusterNode(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FClusterNode_FClusterNode_DEPRECATED(INT_PTR OldNode) { return (INT_PTR) new FClusterNode(*(FClusterNode_DEPRECATED*)OldNode); } DOTNET_EXPORT auto E_PROP_FClusterNode_BoundMax_GET(FClusterNode* Ptr) { return (INT_PTR)&(Ptr->BoundMax); } DOTNET_EXPORT void E_PROP_FClusterNode_BoundMax_SET(FClusterNode* Ptr, INT_PTR Value) { Ptr->BoundMax = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_BoundMin_GET(FClusterNode* Ptr) { return (INT_PTR)&(Ptr->BoundMin); } DOTNET_EXPORT void E_PROP_FClusterNode_BoundMin_SET(FClusterNode* Ptr, INT_PTR Value) { Ptr->BoundMin = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_FirstChild_GET(FClusterNode* Ptr) { return Ptr->FirstChild; } DOTNET_EXPORT void E_PROP_FClusterNode_FirstChild_SET(FClusterNode* Ptr, int32 Value) { Ptr->FirstChild = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_FirstInstance_GET(FClusterNode* Ptr) { return Ptr->FirstInstance; } DOTNET_EXPORT void E_PROP_FClusterNode_FirstInstance_SET(FClusterNode* Ptr, int32 Value) { Ptr->FirstInstance = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_LastChild_GET(FClusterNode* Ptr) { return Ptr->LastChild; } DOTNET_EXPORT void E_PROP_FClusterNode_LastChild_SET(FClusterNode* Ptr, int32 Value) { Ptr->LastChild = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_LastInstance_GET(FClusterNode* Ptr) { return Ptr->LastInstance; } DOTNET_EXPORT void E_PROP_FClusterNode_LastInstance_SET(FClusterNode* Ptr, int32 Value) { Ptr->LastInstance = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_MaxInstanceScale_GET(FClusterNode* Ptr) { return (INT_PTR)&(Ptr->MaxInstanceScale); } DOTNET_EXPORT void E_PROP_FClusterNode_MaxInstanceScale_SET(FClusterNode* Ptr, INT_PTR Value) { Ptr->MaxInstanceScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_MinInstanceScale_GET(FClusterNode* Ptr) { return (INT_PTR)&(Ptr->MinInstanceScale); } DOTNET_EXPORT void E_PROP_FClusterNode_MinInstanceScale_SET(FClusterNode* Ptr, INT_PTR Value) { Ptr->MinInstanceScale = *(FVector*)Value; } /* FClusterNode_DEPRECATED */ DOTNET_EXPORT INT_PTR E_CreateStruct_FClusterNode_DEPRECATED() { return (INT_PTR) new FClusterNode_DEPRECATED(); } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_BoundMax_GET(FClusterNode_DEPRECATED* Ptr) { return (INT_PTR)&(Ptr->BoundMax); } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_BoundMax_SET(FClusterNode_DEPRECATED* Ptr, INT_PTR Value) { Ptr->BoundMax = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_BoundMin_GET(FClusterNode_DEPRECATED* Ptr) { return (INT_PTR)&(Ptr->BoundMin); } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_BoundMin_SET(FClusterNode_DEPRECATED* Ptr, INT_PTR Value) { Ptr->BoundMin = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_FirstChild_GET(FClusterNode_DEPRECATED* Ptr) { return Ptr->FirstChild; } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_FirstChild_SET(FClusterNode_DEPRECATED* Ptr, int32 Value) { Ptr->FirstChild = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_FirstInstance_GET(FClusterNode_DEPRECATED* Ptr) { return Ptr->FirstInstance; } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_FirstInstance_SET(FClusterNode_DEPRECATED* Ptr, int32 Value) { Ptr->FirstInstance = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_LastChild_GET(FClusterNode_DEPRECATED* Ptr) { return Ptr->LastChild; } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_LastChild_SET(FClusterNode_DEPRECATED* Ptr, int32 Value) { Ptr->LastChild = Value; } DOTNET_EXPORT auto E_PROP_FClusterNode_DEPRECATED_LastInstance_GET(FClusterNode_DEPRECATED* Ptr) { return Ptr->LastInstance; } DOTNET_EXPORT void E_PROP_FClusterNode_DEPRECATED_LastInstance_SET(FClusterNode_DEPRECATED* Ptr, int32 Value) { Ptr->LastInstance = Value; } /* FCollisionObjectQueryParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionObjectQueryParams() { return (INT_PTR) new FCollisionObjectQueryParams(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionObjectQueryParams_ECollisionChannel(ECollisionChannel QueryChannel) { return (INT_PTR) new FCollisionObjectQueryParams(QueryChannel); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionObjectQueryParams_int32(int32 InObjectTypesToQuery) { return (INT_PTR) new FCollisionObjectQueryParams(InObjectTypesToQuery); } DOTNET_EXPORT auto E_PROP_FCollisionObjectQueryParams_DefaultObjectQueryParam_GET() { return (INT_PTR)&(FCollisionObjectQueryParams::DefaultObjectQueryParam); } DOTNET_EXPORT auto E_PROP_FCollisionObjectQueryParams_ObjectTypesToQuery_GET(FCollisionObjectQueryParams* Ptr) { return Ptr->ObjectTypesToQuery; } DOTNET_EXPORT void E_PROP_FCollisionObjectQueryParams_ObjectTypesToQuery_SET(FCollisionObjectQueryParams* Ptr, int32 Value) { Ptr->ObjectTypesToQuery = Value; } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_AddObjectTypesToQuery(FCollisionObjectQueryParams* Self, ECollisionChannel QueryChannel) { auto _p0 = QueryChannel; Self->AddObjectTypesToQuery(_p0); } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_DoVerify(FCollisionObjectQueryParams* Self) { Self->DoVerify(); } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_GetQueryBitfield(FCollisionObjectQueryParams* Self) { return Self->GetQueryBitfield(); } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_IsValid(FCollisionObjectQueryParams* Self) { return Self->IsValid(); } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_IsValidObjectQuery(FCollisionObjectQueryParams* Self, ECollisionChannel QueryChannel) { auto _p0 = QueryChannel; return Self->IsValidObjectQuery(_p0); } DOTNET_EXPORT auto E_FCollisionObjectQueryParams_RemoveObjectTypesToQuery(FCollisionObjectQueryParams* Self, ECollisionChannel QueryChannel) { auto _p0 = QueryChannel; Self->RemoveObjectTypesToQuery(_p0); } /* FCollisionQueryParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionQueryParams_bool(bool bInTraceComplex) { return (INT_PTR) new FCollisionQueryParams(bInTraceComplex); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionQueryParams() { return (INT_PTR) new FCollisionQueryParams(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionQueryParams_FName_bool_AActor(char* InTraceTag, bool bInTraceComplex, AActor* InIgnoreActor) { return (INT_PTR) new FCollisionQueryParams(ConvertFromManage_FName(InTraceTag), bInTraceComplex, InIgnoreActor); } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bFindInitialOverlaps_GET(FCollisionQueryParams* Ptr) { return Ptr->bFindInitialOverlaps; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bFindInitialOverlaps_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bFindInitialOverlaps = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bIgnoreBlocks_GET(FCollisionQueryParams* Ptr) { return Ptr->bIgnoreBlocks; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bIgnoreBlocks_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bIgnoreBlocks = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bIgnoreTouches_GET(FCollisionQueryParams* Ptr) { return Ptr->bIgnoreTouches; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bIgnoreTouches_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bIgnoreTouches = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bReturnFaceIndex_GET(FCollisionQueryParams* Ptr) { return Ptr->bReturnFaceIndex; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bReturnFaceIndex_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bReturnFaceIndex = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bReturnPhysicalMaterial_GET(FCollisionQueryParams* Ptr) { return Ptr->bReturnPhysicalMaterial; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bReturnPhysicalMaterial_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bReturnPhysicalMaterial = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_bTraceComplex_GET(FCollisionQueryParams* Ptr) { return Ptr->bTraceComplex; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_bTraceComplex_SET(FCollisionQueryParams* Ptr, bool Value) { Ptr->bTraceComplex = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_DefaultQueryParam_GET() { return (INT_PTR)&(FCollisionQueryParams::DefaultQueryParam); } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_MobilityType_GET(FCollisionQueryParams* Ptr) { return Ptr->MobilityType; } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_MobilityType_SET(FCollisionQueryParams* Ptr, EQueryMobilityType Value) { Ptr->MobilityType = Value; } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_OwnerTag_GET(FCollisionQueryParams* Ptr) { return ConvertToManage_StringWrapper(Ptr->OwnerTag); } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_OwnerTag_SET(FCollisionQueryParams* Ptr, char* Value) { Ptr->OwnerTag = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FCollisionQueryParams_TraceTag_GET(FCollisionQueryParams* Ptr) { return ConvertToManage_StringWrapper(Ptr->TraceTag); } DOTNET_EXPORT void E_PROP_FCollisionQueryParams_TraceTag_SET(FCollisionQueryParams* Ptr, char* Value) { Ptr->TraceTag = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_FCollisionQueryParams_AddIgnoredActor(FCollisionQueryParams* Self, AActor* InIgnoreActor) { auto _p0 = InIgnoreActor; Self->AddIgnoredActor(_p0); } DOTNET_EXPORT auto E_FCollisionQueryParams_AddIgnoredComponent(FCollisionQueryParams* Self, UPrimitiveComponent* InIgnoreComponent) { auto _p0 = InIgnoreComponent; Self->AddIgnoredComponent(_p0); } DOTNET_EXPORT auto E_FCollisionQueryParams_AddIgnoredComponent_LikelyDuplicatedRoot(FCollisionQueryParams* Self, UPrimitiveComponent* InIgnoreComponent) { auto _p0 = InIgnoreComponent; Self->AddIgnoredComponent_LikelyDuplicatedRoot(_p0); } DOTNET_EXPORT auto E_FCollisionQueryParams_ClearIgnoredComponents(FCollisionQueryParams* Self) { Self->ClearIgnoredComponents(); } DOTNET_EXPORT auto E_FCollisionQueryParams_SetNumIgnoredComponents(FCollisionQueryParams* Self, int32 NewNum) { auto _p0 = NewNum; Self->SetNumIgnoredComponents(_p0); } DOTNET_EXPORT auto E_FCollisionQueryParams_ToString(FCollisionQueryParams* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FCollisionResponseContainer */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionResponseContainer() { return (INT_PTR) new FCollisionResponseContainer(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionResponseContainer_ECollisionResponse(ECollisionResponse DefaultResponse) { return (INT_PTR) new FCollisionResponseContainer(DefaultResponse); } DOTNET_EXPORT auto E_FCollisionResponseContainer_CreateMinContainer(FCollisionResponseContainer* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FCollisionResponseContainer*)A; auto& _p1 = *(FCollisionResponseContainer*)B; return (INT_PTR) new FCollisionResponseContainer(Self->CreateMinContainer(_p0, _p1)); } DOTNET_EXPORT auto E_FCollisionResponseContainer_GetDefaultResponseContainer(FCollisionResponseContainer* Self) { return (INT_PTR) const_cast<FCollisionResponseContainer*>(&(Self->GetDefaultResponseContainer())); } DOTNET_EXPORT auto E_FCollisionResponseContainer_GetResponse(FCollisionResponseContainer* Self, ECollisionChannel Channel) { auto _p0 = Channel; return Self->GetResponse(_p0); } DOTNET_EXPORT auto E_FCollisionResponseContainer_ReplaceChannels(FCollisionResponseContainer* Self, ECollisionResponse OldResponse, ECollisionResponse NewResponse) { auto _p0 = OldResponse; auto _p1 = NewResponse; Self->ReplaceChannels(_p0, _p1); } DOTNET_EXPORT auto E_FCollisionResponseContainer_SetAllChannels(FCollisionResponseContainer* Self, ECollisionResponse NewResponse) { auto _p0 = NewResponse; Self->SetAllChannels(_p0); } DOTNET_EXPORT auto E_FCollisionResponseContainer_SetResponse(FCollisionResponseContainer* Self, ECollisionChannel Channel, ECollisionResponse NewResponse) { auto _p0 = Channel; auto _p1 = NewResponse; Self->SetResponse(_p0, _p1); } /* FCollisionResponseParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionResponseParams_ECollisionResponse(ECollisionResponse DefaultResponse) { return (INT_PTR) new FCollisionResponseParams(DefaultResponse); } DOTNET_EXPORT INT_PTR E_CreateStruct_FCollisionResponseParams_FCollisionResponseContainer(INT_PTR ResponseContainer) { return (INT_PTR) new FCollisionResponseParams(*(FCollisionResponseContainer*)ResponseContainer); } DOTNET_EXPORT auto E_PROP_FCollisionResponseParams_CollisionResponse_GET(FCollisionResponseParams* Ptr) { return (INT_PTR)&(Ptr->CollisionResponse); } DOTNET_EXPORT void E_PROP_FCollisionResponseParams_CollisionResponse_SET(FCollisionResponseParams* Ptr, INT_PTR Value) { Ptr->CollisionResponse = *(FCollisionResponseContainer*)Value; } DOTNET_EXPORT auto E_PROP_FCollisionResponseParams_DefaultResponseParam_GET() { return (INT_PTR)&(FCollisionResponseParams::DefaultResponseParam); } /* FColorGradePerRangeSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FColorGradePerRangeSettings() { return (INT_PTR) new FColorGradePerRangeSettings(); } DOTNET_EXPORT auto E_PROP_FColorGradePerRangeSettings_Contrast_GET(FColorGradePerRangeSettings* Ptr) { return (INT_PTR)&(Ptr->Contrast); } DOTNET_EXPORT void E_PROP_FColorGradePerRangeSettings_Contrast_SET(FColorGradePerRangeSettings* Ptr, INT_PTR Value) { Ptr->Contrast = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradePerRangeSettings_Gain_GET(FColorGradePerRangeSettings* Ptr) { return (INT_PTR)&(Ptr->Gain); } DOTNET_EXPORT void E_PROP_FColorGradePerRangeSettings_Gain_SET(FColorGradePerRangeSettings* Ptr, INT_PTR Value) { Ptr->Gain = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradePerRangeSettings_Gamma_GET(FColorGradePerRangeSettings* Ptr) { return (INT_PTR)&(Ptr->Gamma); } DOTNET_EXPORT void E_PROP_FColorGradePerRangeSettings_Gamma_SET(FColorGradePerRangeSettings* Ptr, INT_PTR Value) { Ptr->Gamma = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradePerRangeSettings_Offset_GET(FColorGradePerRangeSettings* Ptr) { return (INT_PTR)&(Ptr->Offset); } DOTNET_EXPORT void E_PROP_FColorGradePerRangeSettings_Offset_SET(FColorGradePerRangeSettings* Ptr, INT_PTR Value) { Ptr->Offset = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradePerRangeSettings_Saturation_GET(FColorGradePerRangeSettings* Ptr) { return (INT_PTR)&(Ptr->Saturation); } DOTNET_EXPORT void E_PROP_FColorGradePerRangeSettings_Saturation_SET(FColorGradePerRangeSettings* Ptr, INT_PTR Value) { Ptr->Saturation = *(FVector4*)Value; } /* FColorGradingSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FColorGradingSettings() { return (INT_PTR) new FColorGradingSettings(); } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_Global_GET(FColorGradingSettings* Ptr) { return (INT_PTR)&(Ptr->Global); } DOTNET_EXPORT void E_PROP_FColorGradingSettings_Global_SET(FColorGradingSettings* Ptr, INT_PTR Value) { Ptr->Global = *(FColorGradePerRangeSettings*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_Highlights_GET(FColorGradingSettings* Ptr) { return (INT_PTR)&(Ptr->Highlights); } DOTNET_EXPORT void E_PROP_FColorGradingSettings_Highlights_SET(FColorGradingSettings* Ptr, INT_PTR Value) { Ptr->Highlights = *(FColorGradePerRangeSettings*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_HighlightsMin_GET(FColorGradingSettings* Ptr) { return Ptr->HighlightsMin; } DOTNET_EXPORT void E_PROP_FColorGradingSettings_HighlightsMin_SET(FColorGradingSettings* Ptr, float Value) { Ptr->HighlightsMin = Value; } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_Midtones_GET(FColorGradingSettings* Ptr) { return (INT_PTR)&(Ptr->Midtones); } DOTNET_EXPORT void E_PROP_FColorGradingSettings_Midtones_SET(FColorGradingSettings* Ptr, INT_PTR Value) { Ptr->Midtones = *(FColorGradePerRangeSettings*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_Shadows_GET(FColorGradingSettings* Ptr) { return (INT_PTR)&(Ptr->Shadows); } DOTNET_EXPORT void E_PROP_FColorGradingSettings_Shadows_SET(FColorGradingSettings* Ptr, INT_PTR Value) { Ptr->Shadows = *(FColorGradePerRangeSettings*)Value; } DOTNET_EXPORT auto E_PROP_FColorGradingSettings_ShadowsMax_GET(FColorGradingSettings* Ptr) { return Ptr->ShadowsMax; } DOTNET_EXPORT void E_PROP_FColorGradingSettings_ShadowsMax_SET(FColorGradingSettings* Ptr, float Value) { Ptr->ShadowsMax = Value; } DOTNET_EXPORT auto E_FColorGradingSettings_ExportToPostProcessSettings(FColorGradingSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FComponentQueryParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FComponentQueryParams() { return (INT_PTR) new FComponentQueryParams(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FComponentQueryParams_FName_AActor(char* InTraceTag, AActor* InIgnoreActor) { return (INT_PTR) new FComponentQueryParams(ConvertFromManage_FName(InTraceTag), InIgnoreActor); } DOTNET_EXPORT auto E_PROP_FComponentQueryParams_DefaultComponentQueryParams_GET() { return (INT_PTR)&(FComponentQueryParams::DefaultComponentQueryParams); } /* FConvolutionBloomSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FConvolutionBloomSettings() { return (INT_PTR) new FConvolutionBloomSettings(); } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_BufferScale_GET(FConvolutionBloomSettings* Ptr) { return Ptr->BufferScale; } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_BufferScale_SET(FConvolutionBloomSettings* Ptr, float Value) { Ptr->BufferScale = Value; } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_CenterUV_GET(FConvolutionBloomSettings* Ptr) { return (INT_PTR)&(Ptr->CenterUV); } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_CenterUV_SET(FConvolutionBloomSettings* Ptr, INT_PTR Value) { Ptr->CenterUV = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_PreFilterMax_GET(FConvolutionBloomSettings* Ptr) { return Ptr->PreFilterMax; } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_PreFilterMax_SET(FConvolutionBloomSettings* Ptr, float Value) { Ptr->PreFilterMax = Value; } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_PreFilterMin_GET(FConvolutionBloomSettings* Ptr) { return Ptr->PreFilterMin; } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_PreFilterMin_SET(FConvolutionBloomSettings* Ptr, float Value) { Ptr->PreFilterMin = Value; } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_PreFilterMult_GET(FConvolutionBloomSettings* Ptr) { return Ptr->PreFilterMult; } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_PreFilterMult_SET(FConvolutionBloomSettings* Ptr, float Value) { Ptr->PreFilterMult = Value; } DOTNET_EXPORT auto E_PROP_FConvolutionBloomSettings_Size_GET(FConvolutionBloomSettings* Ptr) { return Ptr->Size; } DOTNET_EXPORT void E_PROP_FConvolutionBloomSettings_Size_SET(FConvolutionBloomSettings* Ptr, float Value) { Ptr->Size = Value; } DOTNET_EXPORT auto E_FConvolutionBloomSettings_ExportToPostProcessSettings(FConvolutionBloomSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FCrowdAgentData */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCrowdAgentData() { return (INT_PTR) new FCrowdAgentData(); } DOTNET_EXPORT auto E_PROP_FCrowdAgentData_AgentIndex_GET(FCrowdAgentData* Ptr) { return Ptr->AgentIndex; } DOTNET_EXPORT void E_PROP_FCrowdAgentData_AgentIndex_SET(FCrowdAgentData* Ptr, int32 Value) { Ptr->AgentIndex = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAgentData_PathOptRemainingTime_GET(FCrowdAgentData* Ptr) { return Ptr->PathOptRemainingTime; } DOTNET_EXPORT void E_PROP_FCrowdAgentData_PathOptRemainingTime_SET(FCrowdAgentData* Ptr, float Value) { Ptr->PathOptRemainingTime = Value; } DOTNET_EXPORT auto E_FCrowdAgentData_ClearFilter(FCrowdAgentData* Self) { Self->ClearFilter(); } DOTNET_EXPORT auto E_FCrowdAgentData_IsValid(FCrowdAgentData* Self) { return Self->IsValid(); } /* FCrowdAvoidanceConfig */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCrowdAvoidanceConfig() { return (INT_PTR) new FCrowdAvoidanceConfig(); } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_AdaptiveDepth_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->AdaptiveDepth; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_AdaptiveDepth_SET(FCrowdAvoidanceConfig* Ptr, uint8 Value) { Ptr->AdaptiveDepth = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_AdaptiveDivisions_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->AdaptiveDivisions; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_AdaptiveDivisions_SET(FCrowdAvoidanceConfig* Ptr, uint8 Value) { Ptr->AdaptiveDivisions = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_AdaptiveRings_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->AdaptiveRings; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_AdaptiveRings_SET(FCrowdAvoidanceConfig* Ptr, uint8 Value) { Ptr->AdaptiveRings = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_CurrentVelocityWeight_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->CurrentVelocityWeight; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_CurrentVelocityWeight_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->CurrentVelocityWeight = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_CustomPatternIdx_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->CustomPatternIdx; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_CustomPatternIdx_SET(FCrowdAvoidanceConfig* Ptr, uint8 Value) { Ptr->CustomPatternIdx = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_DesiredVelocityWeight_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->DesiredVelocityWeight; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_DesiredVelocityWeight_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->DesiredVelocityWeight = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_ImpactTimeRange_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->ImpactTimeRange; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_ImpactTimeRange_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->ImpactTimeRange = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_ImpactTimeWeight_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->ImpactTimeWeight; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_ImpactTimeWeight_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->ImpactTimeWeight = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_SideBiasWeight_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->SideBiasWeight; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_SideBiasWeight_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->SideBiasWeight = Value; } DOTNET_EXPORT auto E_PROP_FCrowdAvoidanceConfig_VelocityBias_GET(FCrowdAvoidanceConfig* Ptr) { return Ptr->VelocityBias; } DOTNET_EXPORT void E_PROP_FCrowdAvoidanceConfig_VelocityBias_SET(FCrowdAvoidanceConfig* Ptr, float Value) { Ptr->VelocityBias = Value; } /* FCrowdAvoidanceSamplingPattern */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCrowdAvoidanceSamplingPattern() { return (INT_PTR) new FCrowdAvoidanceSamplingPattern(); } DOTNET_EXPORT auto E_FCrowdAvoidanceSamplingPattern_AddSample(FCrowdAvoidanceSamplingPattern* Self, float AngleInDegrees, float NormalizedRadius) { auto _p0 = AngleInDegrees; auto _p1 = NormalizedRadius; Self->AddSample(_p0, _p1); } DOTNET_EXPORT auto E_FCrowdAvoidanceSamplingPattern_AddSampleWithMirror(FCrowdAvoidanceSamplingPattern* Self, float AngleInDegrees, float NormalizedRadius) { auto _p0 = AngleInDegrees; auto _p1 = NormalizedRadius; Self->AddSampleWithMirror(_p0, _p1); } /* FCurveEdInterface */ DOTNET_EXPORT INT_PTR E_CreateStruct_FCurveEdInterface() { return (INT_PTR) new FCurveEdInterface(); } DOTNET_EXPORT auto E_FCurveEdInterface_CreateNewKey(FCurveEdInterface* Self, float KeyIn) { auto _p0 = KeyIn; return Self->CreateNewKey(_p0); } DOTNET_EXPORT auto E_FCurveEdInterface_DeleteKey(FCurveEdInterface* Self, int32 KeyIndex) { auto _p0 = KeyIndex; Self->DeleteKey(_p0); } DOTNET_EXPORT auto E_FCurveEdInterface_EvalSub(FCurveEdInterface* Self, int32 SubIndex, float InVal) { auto _p0 = SubIndex; auto _p1 = InVal; return Self->EvalSub(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_GetInRange(FCurveEdInterface* Self, float MinIn, float MaxIn) { auto& _p0 = MinIn; auto& _p1 = MaxIn; Self->GetInRange(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_GetKeyIn(FCurveEdInterface* Self, int32 KeyIndex) { auto _p0 = KeyIndex; return Self->GetKeyIn(_p0); } DOTNET_EXPORT auto E_FCurveEdInterface_GetKeyInterpMode(FCurveEdInterface* Self, int32 KeyIndex) { auto _p0 = KeyIndex; return Self->GetKeyInterpMode(_p0); } DOTNET_EXPORT auto E_FCurveEdInterface_GetKeyOut(FCurveEdInterface* Self, int32 SubIndex, int32 KeyIndex) { auto _p0 = SubIndex; auto _p1 = KeyIndex; return Self->GetKeyOut(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_GetNumKeys(FCurveEdInterface* Self) { return Self->GetNumKeys(); } DOTNET_EXPORT auto E_FCurveEdInterface_GetNumSubCurves(FCurveEdInterface* Self) { return Self->GetNumSubCurves(); } DOTNET_EXPORT auto E_FCurveEdInterface_GetOutRange(FCurveEdInterface* Self, float MinOut, float MaxOut) { auto& _p0 = MinOut; auto& _p1 = MaxOut; Self->GetOutRange(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_GetTangents(FCurveEdInterface* Self, int32 SubIndex, int32 KeyIndex, float ArriveTangent, float LeaveTangent) { auto _p0 = SubIndex; auto _p1 = KeyIndex; auto& _p2 = ArriveTangent; auto& _p3 = LeaveTangent; Self->GetTangents(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FCurveEdInterface_SetKeyIn(FCurveEdInterface* Self, int32 KeyIndex, float NewInVal) { auto _p0 = KeyIndex; auto _p1 = NewInVal; return Self->SetKeyIn(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_SetKeyInterpMode(FCurveEdInterface* Self, int32 KeyIndex, EInterpCurveMode NewMode) { auto _p0 = KeyIndex; auto _p1 = NewMode; Self->SetKeyInterpMode(_p0, _p1); } DOTNET_EXPORT auto E_FCurveEdInterface_SetKeyOut(FCurveEdInterface* Self, int32 SubIndex, int32 KeyIndex, float NewOutVal) { auto _p0 = SubIndex; auto _p1 = KeyIndex; auto _p2 = NewOutVal; Self->SetKeyOut(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FCurveEdInterface_SetTangents(FCurveEdInterface* Self, int32 SubIndex, int32 KeyIndex, float ArriveTangent, float LeaveTangent) { auto _p0 = SubIndex; auto _p1 = KeyIndex; auto _p2 = ArriveTangent; auto _p3 = LeaveTangent; Self->SetTangents(_p0, _p1, _p2, _p3); } /* FDamageEvent */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDamageEvent() { return (INT_PTR) new FDamageEvent(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FDamageEvent_FDamageEvent(INT_PTR InDamageEvent) { return (INT_PTR) new FDamageEvent(*(FDamageEvent*)InDamageEvent); } DOTNET_EXPORT auto E_PROP_FDamageEvent_ClassID_GET() { return FDamageEvent::ClassID; } DOTNET_EXPORT auto E_FDamageEvent_GetBestHitInfo(FDamageEvent* Self, AActor* HitActor, AActor* HitInstigator, INT_PTR OutHitInfo, INT_PTR OutImpulseDir) { auto _p0 = HitActor; auto _p1 = HitInstigator; auto& _p2 = *(FHitResult*)OutHitInfo; auto& _p3 = *(FVector*)OutImpulseDir; Self->GetBestHitInfo(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FDamageEvent_GetTypeID(FDamageEvent* Self) { return Self->GetTypeID(); } DOTNET_EXPORT auto E_FDamageEvent_IsOfType(FDamageEvent* Self, int32 InID) { auto _p0 = InID; return Self->IsOfType(_p0); } /* FDetachmentTransformRules */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDetachmentTransformRules_EDetachmentRule_bool(EDetachmentRule InRule, bool bInCallModify) { return (INT_PTR) new FDetachmentTransformRules(InRule, bInCallModify); } DOTNET_EXPORT INT_PTR E_CreateStruct_FDetachmentTransformRules_EDetachmentRule_EDetachmentRule_EDetachmentRule_bool(EDetachmentRule InLocationRule, EDetachmentRule InRotationRule, EDetachmentRule InScaleRule, bool bInCallModify) { return (INT_PTR) new FDetachmentTransformRules(InLocationRule, InRotationRule, InScaleRule, bInCallModify); } DOTNET_EXPORT INT_PTR E_CreateStruct_FDetachmentTransformRules_FAttachmentTransformRules_bool(INT_PTR AttachmentRules, bool bInCallModify) { return (INT_PTR) new FDetachmentTransformRules(*(FAttachmentTransformRules*)AttachmentRules, bInCallModify); } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_bCallModify_GET(FDetachmentTransformRules* Ptr) { return Ptr->bCallModify; } DOTNET_EXPORT void E_PROP_FDetachmentTransformRules_bCallModify_SET(FDetachmentTransformRules* Ptr, bool Value) { Ptr->bCallModify = Value; } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_KeepRelativeTransform_GET() { return (INT_PTR)&(FDetachmentTransformRules::KeepRelativeTransform); } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_KeepWorldTransform_GET() { return (INT_PTR)&(FDetachmentTransformRules::KeepWorldTransform); } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_LocationRule_GET(FDetachmentTransformRules* Ptr) { return Ptr->LocationRule; } DOTNET_EXPORT void E_PROP_FDetachmentTransformRules_LocationRule_SET(FDetachmentTransformRules* Ptr, EDetachmentRule Value) { Ptr->LocationRule = Value; } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_RotationRule_GET(FDetachmentTransformRules* Ptr) { return Ptr->RotationRule; } DOTNET_EXPORT void E_PROP_FDetachmentTransformRules_RotationRule_SET(FDetachmentTransformRules* Ptr, EDetachmentRule Value) { Ptr->RotationRule = Value; } DOTNET_EXPORT auto E_PROP_FDetachmentTransformRules_ScaleRule_GET(FDetachmentTransformRules* Ptr) { return Ptr->ScaleRule; } DOTNET_EXPORT void E_PROP_FDetachmentTransformRules_ScaleRule_SET(FDetachmentTransformRules* Ptr, EDetachmentRule Value) { Ptr->ScaleRule = Value; } /* FDirectAttachChildrenAccessor */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDirectAttachChildrenAccessor() { return (INT_PTR) new FDirectAttachChildrenAccessor(); } /* FDropNoteInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDropNoteInfo() { return (INT_PTR) new FDropNoteInfo(); } DOTNET_EXPORT auto E_PROP_FDropNoteInfo_Comment_GET(FDropNoteInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->Comment); } DOTNET_EXPORT void E_PROP_FDropNoteInfo_Comment_SET(FDropNoteInfo* Ptr, char* Value) { Ptr->Comment = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FDropNoteInfo_Location_GET(FDropNoteInfo* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FDropNoteInfo_Location_SET(FDropNoteInfo* Ptr, INT_PTR Value) { Ptr->Location = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FDropNoteInfo_Rotation_GET(FDropNoteInfo* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FDropNoteInfo_Rotation_SET(FDropNoteInfo* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } /* FDualQuat */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDualQuat_FQuat_FQuat(INT_PTR InR, INT_PTR InD) { return (INT_PTR) new FDualQuat(*(FQuat*)InR, *(FQuat*)InD); } DOTNET_EXPORT INT_PTR E_CreateStruct_FDualQuat_FTransform(INT_PTR T) { return (INT_PTR) new FDualQuat(*(FTransform*)T); } DOTNET_EXPORT auto E_PROP_FDualQuat_D_GET(FDualQuat* Ptr) { return (INT_PTR)&(Ptr->D); } DOTNET_EXPORT void E_PROP_FDualQuat_D_SET(FDualQuat* Ptr, INT_PTR Value) { Ptr->D = *(FQuat*)Value; } DOTNET_EXPORT auto E_PROP_FDualQuat_R_GET(FDualQuat* Ptr) { return (INT_PTR)&(Ptr->R); } DOTNET_EXPORT void E_PROP_FDualQuat_R_SET(FDualQuat* Ptr, INT_PTR Value) { Ptr->R = *(FQuat*)Value; } DOTNET_EXPORT auto E_FDualQuat_AsFTransform(FDualQuat* Self, INT_PTR Scale) { auto _p0 = *(FVector*)Scale; return (INT_PTR) new FTransform(Self->AsFTransform(_p0)); } DOTNET_EXPORT auto E_FDualQuat_Normalized(FDualQuat* Self) { return (INT_PTR) new FDualQuat(Self->Normalized()); } /* FDummySpacerCameraTypes */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDummySpacerCameraTypes() { return (INT_PTR) new FDummySpacerCameraTypes(); } /* FDynamicForceFeedbackDetails */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDynamicForceFeedbackDetails() { return (INT_PTR) new FDynamicForceFeedbackDetails(); } DOTNET_EXPORT auto E_PROP_FDynamicForceFeedbackDetails_Intensity_GET(FDynamicForceFeedbackDetails* Ptr) { return Ptr->Intensity; } DOTNET_EXPORT void E_PROP_FDynamicForceFeedbackDetails_Intensity_SET(FDynamicForceFeedbackDetails* Ptr, float Value) { Ptr->Intensity = Value; } /* FDynamicResolutionStateInfos */ DOTNET_EXPORT INT_PTR E_CreateStruct_FDynamicResolutionStateInfos() { return (INT_PTR) new FDynamicResolutionStateInfos(); } DOTNET_EXPORT auto E_PROP_FDynamicResolutionStateInfos_ResolutionFractionApproximation_GET(FDynamicResolutionStateInfos* Ptr) { return Ptr->ResolutionFractionApproximation; } DOTNET_EXPORT void E_PROP_FDynamicResolutionStateInfos_ResolutionFractionApproximation_SET(FDynamicResolutionStateInfos* Ptr, float Value) { Ptr->ResolutionFractionApproximation = Value; } DOTNET_EXPORT auto E_PROP_FDynamicResolutionStateInfos_ResolutionFractionUpperBound_GET(FDynamicResolutionStateInfos* Ptr) { return Ptr->ResolutionFractionUpperBound; } DOTNET_EXPORT void E_PROP_FDynamicResolutionStateInfos_ResolutionFractionUpperBound_SET(FDynamicResolutionStateInfos* Ptr, float Value) { Ptr->ResolutionFractionUpperBound = Value; } DOTNET_EXPORT auto E_PROP_FDynamicResolutionStateInfos_Status_GET(FDynamicResolutionStateInfos* Ptr) { return Ptr->Status; } DOTNET_EXPORT void E_PROP_FDynamicResolutionStateInfos_Status_SET(FDynamicResolutionStateInfos* Ptr, EDynamicResolutionStatus Value) { Ptr->Status = Value; } /* FEdge */ DOTNET_EXPORT INT_PTR E_CreateStruct_FEdge() { return (INT_PTR) new FEdge(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FEdge_FVector_FVector(INT_PTR V1, INT_PTR V2) { return (INT_PTR) new FEdge(*(FVector*)V1, *(FVector*)V2); } DOTNET_EXPORT auto E_PROP_FEdge_Count_GET(FEdge* Ptr) { return Ptr->Count; } DOTNET_EXPORT void E_PROP_FEdge_Count_SET(FEdge* Ptr, int32 Value) { Ptr->Count = Value; } /* FEngineShowFlagsSetting */ DOTNET_EXPORT INT_PTR E_CreateStruct_FEngineShowFlagsSetting() { return (INT_PTR) new FEngineShowFlagsSetting(); } DOTNET_EXPORT auto E_PROP_FEngineShowFlagsSetting_Enabled_GET(FEngineShowFlagsSetting* Ptr) { return Ptr->Enabled; } DOTNET_EXPORT void E_PROP_FEngineShowFlagsSetting_Enabled_SET(FEngineShowFlagsSetting* Ptr, bool Value) { Ptr->Enabled = Value; } DOTNET_EXPORT auto E_PROP_FEngineShowFlagsSetting_ShowFlagName_GET(FEngineShowFlagsSetting* Ptr) { return ConvertToManage_StringWrapper(Ptr->ShowFlagName); } DOTNET_EXPORT void E_PROP_FEngineShowFlagsSetting_ShowFlagName_SET(FEngineShowFlagsSetting* Ptr, char* Value) { Ptr->ShowFlagName = ConvertFromManage_FString(Value); } /* FExponentialHeightFogData */ DOTNET_EXPORT INT_PTR E_CreateStruct_FExponentialHeightFogData() { return (INT_PTR) new FExponentialHeightFogData(); } DOTNET_EXPORT auto E_PROP_FExponentialHeightFogData_FogDensity_GET(FExponentialHeightFogData* Ptr) { return Ptr->FogDensity; } DOTNET_EXPORT void E_PROP_FExponentialHeightFogData_FogDensity_SET(FExponentialHeightFogData* Ptr, float Value) { Ptr->FogDensity = Value; } DOTNET_EXPORT auto E_PROP_FExponentialHeightFogData_FogHeightFalloff_GET(FExponentialHeightFogData* Ptr) { return Ptr->FogHeightFalloff; } DOTNET_EXPORT void E_PROP_FExponentialHeightFogData_FogHeightFalloff_SET(FExponentialHeightFogData* Ptr, float Value) { Ptr->FogHeightFalloff = Value; } DOTNET_EXPORT auto E_PROP_FExponentialHeightFogData_FogHeightOffset_GET(FExponentialHeightFogData* Ptr) { return Ptr->FogHeightOffset; } DOTNET_EXPORT void E_PROP_FExponentialHeightFogData_FogHeightOffset_SET(FExponentialHeightFogData* Ptr, float Value) { Ptr->FogHeightOffset = Value; } DOTNET_EXPORT auto E_FExponentialHeightFogData_ClampToValidRanges(FExponentialHeightFogData* Self) { Self->ClampToValidRanges(); } /* FExposureSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FExposureSettings() { return (INT_PTR) new FExposureSettings(); } DOTNET_EXPORT auto E_PROP_FExposureSettings_bFixed_GET(FExposureSettings* Ptr) { return Ptr->bFixed; } DOTNET_EXPORT void E_PROP_FExposureSettings_bFixed_SET(FExposureSettings* Ptr, bool Value) { Ptr->bFixed = Value; } DOTNET_EXPORT auto E_PROP_FExposureSettings_FixedEV100_GET(FExposureSettings* Ptr) { return Ptr->FixedEV100; } DOTNET_EXPORT void E_PROP_FExposureSettings_FixedEV100_SET(FExposureSettings* Ptr, float Value) { Ptr->FixedEV100 = Value; } DOTNET_EXPORT auto E_FExposureSettings_ToString(FExposureSettings* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FFastArraySerializer */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFastArraySerializer() { return (INT_PTR) new FFastArraySerializer(); } DOTNET_EXPORT auto E_PROP_FFastArraySerializer_ArrayReplicationKey_GET(FFastArraySerializer* Ptr) { return Ptr->ArrayReplicationKey; } DOTNET_EXPORT void E_PROP_FFastArraySerializer_ArrayReplicationKey_SET(FFastArraySerializer* Ptr, int32 Value) { Ptr->ArrayReplicationKey = Value; } DOTNET_EXPORT auto E_PROP_FFastArraySerializer_IDCounter_GET(FFastArraySerializer* Ptr) { return Ptr->IDCounter; } DOTNET_EXPORT void E_PROP_FFastArraySerializer_IDCounter_SET(FFastArraySerializer* Ptr, int32 Value) { Ptr->IDCounter = Value; } DOTNET_EXPORT auto E_FFastArraySerializer_IncrementArrayReplicationKey(FFastArraySerializer* Self) { Self->IncrementArrayReplicationKey(); } DOTNET_EXPORT auto E_FFastArraySerializer_MarkArrayDirty(FFastArraySerializer* Self) { Self->MarkArrayDirty(); } DOTNET_EXPORT auto E_FFastArraySerializer_MarkItemDirty(FFastArraySerializer* Self, INT_PTR Item) { auto& _p0 = *(FFastArraySerializerItem*)Item; Self->MarkItemDirty(_p0); } /* FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair_int32_int32(int32 _idx, int32 _id) { return (INT_PTR) new FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair(_idx, _id); } DOTNET_EXPORT auto E_PROP_FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair_ID_GET(FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair* Ptr) { return Ptr->ID; } DOTNET_EXPORT void E_PROP_FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair_ID_SET(FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair* Ptr, int32 Value) { Ptr->ID = Value; } DOTNET_EXPORT auto E_PROP_FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair_Idx_GET(FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair* Ptr) { return Ptr->Idx; } DOTNET_EXPORT void E_PROP_FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair_Idx_SET(FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair* Ptr, int32 Value) { Ptr->Idx = Value; } /* FFastArraySerializerGuidReferences */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFastArraySerializerGuidReferences() { return (INT_PTR) new FFastArraySerializerGuidReferences(); } DOTNET_EXPORT auto E_PROP_FFastArraySerializerGuidReferences_NumBufferBits_GET(FFastArraySerializerGuidReferences* Ptr) { return Ptr->NumBufferBits; } DOTNET_EXPORT void E_PROP_FFastArraySerializerGuidReferences_NumBufferBits_SET(FFastArraySerializerGuidReferences* Ptr, int32 Value) { Ptr->NumBufferBits = Value; } /* FFastArraySerializerItem */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFastArraySerializerItem() { return (INT_PTR) new FFastArraySerializerItem(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFastArraySerializerItem_FFastArraySerializerItem(INT_PTR InItem) { return (INT_PTR) new FFastArraySerializerItem(*(FFastArraySerializerItem*)InItem); } DOTNET_EXPORT auto E_PROP_FFastArraySerializerItem_MostRecentArrayReplicationKey_GET(FFastArraySerializerItem* Ptr) { return Ptr->MostRecentArrayReplicationKey; } DOTNET_EXPORT void E_PROP_FFastArraySerializerItem_MostRecentArrayReplicationKey_SET(FFastArraySerializerItem* Ptr, int32 Value) { Ptr->MostRecentArrayReplicationKey = Value; } DOTNET_EXPORT auto E_PROP_FFastArraySerializerItem_ReplicationID_GET(FFastArraySerializerItem* Ptr) { return Ptr->ReplicationID; } DOTNET_EXPORT void E_PROP_FFastArraySerializerItem_ReplicationID_SET(FFastArraySerializerItem* Ptr, int32 Value) { Ptr->ReplicationID = Value; } DOTNET_EXPORT auto E_PROP_FFastArraySerializerItem_ReplicationKey_GET(FFastArraySerializerItem* Ptr) { return Ptr->ReplicationKey; } DOTNET_EXPORT void E_PROP_FFastArraySerializerItem_ReplicationKey_SET(FFastArraySerializerItem* Ptr, int32 Value) { Ptr->ReplicationKey = Value; } DOTNET_EXPORT auto E_FFastArraySerializerItem_GetDebugString(FFastArraySerializerItem* Self) { return ConvertToManage_StringWrapper(Self->GetDebugString()); } DOTNET_EXPORT auto E_FFastArraySerializerItem_PostReplicatedAdd(FFastArraySerializerItem* Self, INT_PTR InArraySerializer) { auto& _p0 = *(FFastArraySerializer*)InArraySerializer; Self->PostReplicatedAdd(_p0); } DOTNET_EXPORT auto E_FFastArraySerializerItem_PostReplicatedChange(FFastArraySerializerItem* Self, INT_PTR InArraySerializer) { auto& _p0 = *(FFastArraySerializer*)InArraySerializer; Self->PostReplicatedChange(_p0); } DOTNET_EXPORT auto E_FFastArraySerializerItem_PreReplicatedRemove(FFastArraySerializerItem* Self, INT_PTR InArraySerializer) { auto& _p0 = *(FFastArraySerializer*)InArraySerializer; Self->PreReplicatedRemove(_p0); } /* FFilmStockSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFilmStockSettings() { return (INT_PTR) new FFilmStockSettings(); } DOTNET_EXPORT auto E_PROP_FFilmStockSettings_BlackClip_GET(FFilmStockSettings* Ptr) { return Ptr->BlackClip; } DOTNET_EXPORT void E_PROP_FFilmStockSettings_BlackClip_SET(FFilmStockSettings* Ptr, float Value) { Ptr->BlackClip = Value; } DOTNET_EXPORT auto E_PROP_FFilmStockSettings_Shoulder_GET(FFilmStockSettings* Ptr) { return Ptr->Shoulder; } DOTNET_EXPORT void E_PROP_FFilmStockSettings_Shoulder_SET(FFilmStockSettings* Ptr, float Value) { Ptr->Shoulder = Value; } DOTNET_EXPORT auto E_PROP_FFilmStockSettings_Slope_GET(FFilmStockSettings* Ptr) { return Ptr->Slope; } DOTNET_EXPORT void E_PROP_FFilmStockSettings_Slope_SET(FFilmStockSettings* Ptr, float Value) { Ptr->Slope = Value; } DOTNET_EXPORT auto E_PROP_FFilmStockSettings_Toe_GET(FFilmStockSettings* Ptr) { return Ptr->Toe; } DOTNET_EXPORT void E_PROP_FFilmStockSettings_Toe_SET(FFilmStockSettings* Ptr, float Value) { Ptr->Toe = Value; } DOTNET_EXPORT auto E_PROP_FFilmStockSettings_WhiteClip_GET(FFilmStockSettings* Ptr) { return Ptr->WhiteClip; } DOTNET_EXPORT void E_PROP_FFilmStockSettings_WhiteClip_SET(FFilmStockSettings* Ptr, float Value) { Ptr->WhiteClip = Value; } DOTNET_EXPORT auto E_FFilmStockSettings_ExportToPostProcessSettings(FFilmStockSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FFindFloorResult */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFindFloorResult() { return (INT_PTR) new FFindFloorResult(); } DOTNET_EXPORT auto E_PROP_FFindFloorResult_FloorDist_GET(FFindFloorResult* Ptr) { return Ptr->FloorDist; } DOTNET_EXPORT void E_PROP_FFindFloorResult_FloorDist_SET(FFindFloorResult* Ptr, float Value) { Ptr->FloorDist = Value; } DOTNET_EXPORT auto E_PROP_FFindFloorResult_HitResult_GET(FFindFloorResult* Ptr) { return (INT_PTR)&(Ptr->HitResult); } DOTNET_EXPORT void E_PROP_FFindFloorResult_HitResult_SET(FFindFloorResult* Ptr, INT_PTR Value) { Ptr->HitResult = *(FHitResult*)Value; } DOTNET_EXPORT auto E_PROP_FFindFloorResult_LineDist_GET(FFindFloorResult* Ptr) { return Ptr->LineDist; } DOTNET_EXPORT void E_PROP_FFindFloorResult_LineDist_SET(FFindFloorResult* Ptr, float Value) { Ptr->LineDist = Value; } DOTNET_EXPORT auto E_FFindFloorResult_Clear(FFindFloorResult* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FFindFloorResult_GetDistanceToFloor(FFindFloorResult* Self) { return Self->GetDistanceToFloor(); } DOTNET_EXPORT auto E_FFindFloorResult_IsWalkableFloor(FFindFloorResult* Self) { return Self->IsWalkableFloor(); } DOTNET_EXPORT auto E_FFindFloorResult_SetFromLineTrace(FFindFloorResult* Self, INT_PTR InHit, float InSweepFloorDist, float InLineDist, bool bIsWalkableFloor) { auto& _p0 = *(FHitResult*)InHit; auto _p1 = InSweepFloorDist; auto _p2 = InLineDist; auto _p3 = bIsWalkableFloor; Self->SetFromLineTrace(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FFindFloorResult_SetFromSweep(FFindFloorResult* Self, INT_PTR InHit, float InSweepFloorDist, bool bIsWalkableFloor) { auto& _p0 = *(FHitResult*)InHit; auto _p1 = InSweepFloorDist; auto _p2 = bIsWalkableFloor; Self->SetFromSweep(_p0, _p1, _p2); } /* FFixedRGBASigned8 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFixedRGBASigned8() { return (INT_PTR) new FFixedRGBASigned8(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFixedRGBASigned8_FLinearColor(INT_PTR Src) { return (INT_PTR) new FFixedRGBASigned8(*(FLinearColor*)Src); } DOTNET_EXPORT auto E_FFixedRGBASigned8_ToLinearColor(FFixedRGBASigned8* Self) { return (INT_PTR) new FLinearColor(Self->ToLinearColor()); } /* FFixedUObjectArray */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFixedUObjectArray() { return (INT_PTR) new FFixedUObjectArray(); } /* FFloat16 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16() { return (INT_PTR) new FFloat16(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16_FFloat16(INT_PTR FP16Value) { return (INT_PTR) new FFloat16(*(FFloat16*)FP16Value); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16_float(float FP32Value) { return (INT_PTR) new FFloat16(FP32Value); } DOTNET_EXPORT auto E_FFloat16_GetFloat(FFloat16* Self) { return Self->GetFloat(); } DOTNET_EXPORT auto E_FFloat16_Set(FFloat16* Self, float FP32Value) { auto _p0 = FP32Value; Self->Set(_p0); } DOTNET_EXPORT auto E_FFloat16_SetWithoutBoundsChecks(FFloat16* Self, float FP32Value) { auto _p0 = FP32Value; Self->SetWithoutBoundsChecks(_p0); } /* FFloat16Color */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16Color() { return (INT_PTR) new FFloat16Color(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16Color_FFloat16Color(INT_PTR Src) { return (INT_PTR) new FFloat16Color(*(FFloat16Color*)Src); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat16Color_FLinearColor(INT_PTR Src) { return (INT_PTR) new FFloat16Color(*(FLinearColor*)Src); } DOTNET_EXPORT auto E_PROP_FFloat16Color_A_GET(FFloat16Color* Ptr) { return (INT_PTR)&(Ptr->A); } DOTNET_EXPORT void E_PROP_FFloat16Color_A_SET(FFloat16Color* Ptr, INT_PTR Value) { Ptr->A = *(FFloat16*)Value; } DOTNET_EXPORT auto E_PROP_FFloat16Color_B_GET(FFloat16Color* Ptr) { return (INT_PTR)&(Ptr->B); } DOTNET_EXPORT void E_PROP_FFloat16Color_B_SET(FFloat16Color* Ptr, INT_PTR Value) { Ptr->B = *(FFloat16*)Value; } DOTNET_EXPORT auto E_PROP_FFloat16Color_G_GET(FFloat16Color* Ptr) { return (INT_PTR)&(Ptr->G); } DOTNET_EXPORT void E_PROP_FFloat16Color_G_SET(FFloat16Color* Ptr, INT_PTR Value) { Ptr->G = *(FFloat16*)Value; } DOTNET_EXPORT auto E_PROP_FFloat16Color_R_GET(FFloat16Color* Ptr) { return (INT_PTR)&(Ptr->R); } DOTNET_EXPORT void E_PROP_FFloat16Color_R_SET(FFloat16Color* Ptr, INT_PTR Value) { Ptr->R = *(FFloat16*)Value; } /* FFloat32 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat32_float(float InValue) { return (INT_PTR) new FFloat32(InValue); } /* FFloat3Packed */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat3Packed() { return (INT_PTR) new FFloat3Packed(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FFloat3Packed_FLinearColor(INT_PTR Src) { return (INT_PTR) new FFloat3Packed(*(FLinearColor*)Src); } DOTNET_EXPORT auto E_FFloat3Packed_ToLinearColor(FFloat3Packed* Self) { return (INT_PTR) new FLinearColor(Self->ToLinearColor()); } /* FFloatInfo_IEEE32 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFloatInfo_IEEE32() { return (INT_PTR) new FFloatInfo_IEEE32(); } /* FFocusKnowledge */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFocusKnowledge() { return (INT_PTR) new FFocusKnowledge(); } /* FForceFeedbackChannelDetails */ DOTNET_EXPORT INT_PTR E_CreateStruct_FForceFeedbackChannelDetails() { return (INT_PTR) new FForceFeedbackChannelDetails(); } /* FForceFeedbackEffectHistoryEntry */ DOTNET_EXPORT INT_PTR E_CreateStruct_FForceFeedbackEffectHistoryEntry_FActiveForceFeedbackEffect_float(INT_PTR LastActiveFFE, float Time) { return (INT_PTR) new FForceFeedbackEffectHistoryEntry(*(FActiveForceFeedbackEffect*)LastActiveFFE, Time); } DOTNET_EXPORT auto E_PROP_FForceFeedbackEffectHistoryEntry_LastActiveForceFeedbackEffect_GET(FForceFeedbackEffectHistoryEntry* Ptr) { return (INT_PTR)&(Ptr->LastActiveForceFeedbackEffect); } DOTNET_EXPORT void E_PROP_FForceFeedbackEffectHistoryEntry_LastActiveForceFeedbackEffect_SET(FForceFeedbackEffectHistoryEntry* Ptr, INT_PTR Value) { Ptr->LastActiveForceFeedbackEffect = *(FActiveForceFeedbackEffect*)Value; } DOTNET_EXPORT auto E_PROP_FForceFeedbackEffectHistoryEntry_TimeShown_GET(FForceFeedbackEffectHistoryEntry* Ptr) { return Ptr->TimeShown; } DOTNET_EXPORT void E_PROP_FForceFeedbackEffectHistoryEntry_TimeShown_SET(FForceFeedbackEffectHistoryEntry* Ptr, float Value) { Ptr->TimeShown = Value; } /* FForceFeedbackParameters */ DOTNET_EXPORT INT_PTR E_CreateStruct_FForceFeedbackParameters() { return (INT_PTR) new FForceFeedbackParameters(); } DOTNET_EXPORT auto E_PROP_FForceFeedbackParameters_bIgnoreTimeDilation_GET(FForceFeedbackParameters* Ptr) { return Ptr->bIgnoreTimeDilation; } DOTNET_EXPORT void E_PROP_FForceFeedbackParameters_bIgnoreTimeDilation_SET(FForceFeedbackParameters* Ptr, bool Value) { Ptr->bIgnoreTimeDilation = Value; } DOTNET_EXPORT auto E_PROP_FForceFeedbackParameters_bLooping_GET(FForceFeedbackParameters* Ptr) { return Ptr->bLooping; } DOTNET_EXPORT void E_PROP_FForceFeedbackParameters_bLooping_SET(FForceFeedbackParameters* Ptr, bool Value) { Ptr->bLooping = Value; } DOTNET_EXPORT auto E_PROP_FForceFeedbackParameters_bPlayWhilePaused_GET(FForceFeedbackParameters* Ptr) { return Ptr->bPlayWhilePaused; } DOTNET_EXPORT void E_PROP_FForceFeedbackParameters_bPlayWhilePaused_SET(FForceFeedbackParameters* Ptr, bool Value) { Ptr->bPlayWhilePaused = Value; } DOTNET_EXPORT auto E_PROP_FForceFeedbackParameters_Tag_GET(FForceFeedbackParameters* Ptr) { return ConvertToManage_StringWrapper(Ptr->Tag); } DOTNET_EXPORT void E_PROP_FForceFeedbackParameters_Tag_SET(FForceFeedbackParameters* Ptr, char* Value) { Ptr->Tag = ConvertFromManage_FName(Value); } /* FFOscillator */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFOscillator() { return (INT_PTR) new FFOscillator(); } DOTNET_EXPORT auto E_PROP_FFOscillator_Amplitude_GET(FFOscillator* Ptr) { return Ptr->Amplitude; } DOTNET_EXPORT void E_PROP_FFOscillator_Amplitude_SET(FFOscillator* Ptr, float Value) { Ptr->Amplitude = Value; } DOTNET_EXPORT auto E_PROP_FFOscillator_Frequency_GET(FFOscillator* Ptr) { return Ptr->Frequency; } DOTNET_EXPORT void E_PROP_FFOscillator_Frequency_SET(FFOscillator* Ptr, float Value) { Ptr->Frequency = Value; } DOTNET_EXPORT auto E_PROP_FFOscillator_Waveform_GET(FFOscillator* Ptr) { return Ptr->Waveform; } DOTNET_EXPORT void E_PROP_FFOscillator_Waveform_SET(FFOscillator* Ptr, EOscillatorWaveform Value) { Ptr->Waveform = Value; } DOTNET_EXPORT auto E_FFOscillator_GetInitialOffset(FFOscillator* Self, INT_PTR Osc) { auto& _p0 = *(FFOscillator*)Osc; return Self->GetInitialOffset(_p0); } DOTNET_EXPORT auto E_FFOscillator_GetOffsetAtTime(FFOscillator* Self, INT_PTR Osc, float InitialOffset, float Time) { auto& _p0 = *(FFOscillator*)Osc; auto _p1 = InitialOffset; auto _p2 = Time; return Self->GetOffsetAtTime(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FFOscillator_UpdateOffset(FFOscillator* Self, INT_PTR Osc, float CurrentOffset, float DeltaTime) { auto& _p0 = *(FFOscillator*)Osc; auto& _p1 = CurrentOffset; auto _p2 = DeltaTime; return Self->UpdateOffset(_p0, _p1, _p2); } /* FFractureEffect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFractureEffect() { return (INT_PTR) new FFractureEffect(); } /* FFullyLoadedPackagesInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FFullyLoadedPackagesInfo() { return (INT_PTR) new FFullyLoadedPackagesInfo(); } DOTNET_EXPORT auto E_PROP_FFullyLoadedPackagesInfo_Tag_GET(FFullyLoadedPackagesInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->Tag); } DOTNET_EXPORT void E_PROP_FFullyLoadedPackagesInfo_Tag_SET(FFullyLoadedPackagesInfo* Ptr, char* Value) { Ptr->Tag = ConvertFromManage_FString(Value); } /* FGameModeEvents */ DOTNET_EXPORT INT_PTR E_CreateStruct_FGameModeEvents() { return (INT_PTR) new FGameModeEvents(); } /* FGameNameRedirect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FGameNameRedirect() { return (INT_PTR) new FGameNameRedirect(); } DOTNET_EXPORT auto E_PROP_FGameNameRedirect_NewGameName_GET(FGameNameRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewGameName); } DOTNET_EXPORT void E_PROP_FGameNameRedirect_NewGameName_SET(FGameNameRedirect* Ptr, char* Value) { Ptr->NewGameName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FGameNameRedirect_OldGameName_GET(FGameNameRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->OldGameName); } DOTNET_EXPORT void E_PROP_FGameNameRedirect_OldGameName_SET(FGameNameRedirect* Ptr, char* Value) { Ptr->OldGameName = ConvertFromManage_FName(Value); } /* FGenericTeamId */ DOTNET_EXPORT INT_PTR E_CreateStruct_FGenericTeamId_uint8(uint8 InTeamID) { return (INT_PTR) new FGenericTeamId(InTeamID); } DOTNET_EXPORT auto E_FGenericTeamId_GetId(FGenericTeamId* Self) { return Self->GetId(); } DOTNET_EXPORT auto E_FGenericTeamId_GetTeamIdentifier(FGenericTeamId* Self, AActor* TeamMember) { auto _p0 = TeamMember; return (INT_PTR) new FGenericTeamId(Self->GetTeamIdentifier(_p0)); } /* FGetActionsBoundToKey */ DOTNET_EXPORT INT_PTR E_CreateStruct_FGetActionsBoundToKey() { return (INT_PTR) new FGetActionsBoundToKey(); } /* FHierarchicalSimplification */ DOTNET_EXPORT INT_PTR E_CreateStruct_FHierarchicalSimplification() { return (INT_PTR) new FHierarchicalSimplification(); } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_bAllowSpecificExclusion_GET(FHierarchicalSimplification* Ptr) { return Ptr->bAllowSpecificExclusion; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_bAllowSpecificExclusion_SET(FHierarchicalSimplification* Ptr, uint8 Value) { Ptr->bAllowSpecificExclusion = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_bOnlyGenerateClustersForVolumes_GET(FHierarchicalSimplification* Ptr) { return Ptr->bOnlyGenerateClustersForVolumes; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_bOnlyGenerateClustersForVolumes_SET(FHierarchicalSimplification* Ptr, uint8 Value) { Ptr->bOnlyGenerateClustersForVolumes = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_bReusePreviousLevelClusters_GET(FHierarchicalSimplification* Ptr) { return Ptr->bReusePreviousLevelClusters; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_bReusePreviousLevelClusters_SET(FHierarchicalSimplification* Ptr, uint8 Value) { Ptr->bReusePreviousLevelClusters = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_bSimplifyMesh_GET(FHierarchicalSimplification* Ptr) { return Ptr->bSimplifyMesh; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_bSimplifyMesh_SET(FHierarchicalSimplification* Ptr, uint8 Value) { Ptr->bSimplifyMesh = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_bUseOverrideDrawDistance_GET(FHierarchicalSimplification* Ptr) { return Ptr->bUseOverrideDrawDistance; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_bUseOverrideDrawDistance_SET(FHierarchicalSimplification* Ptr, uint8 Value) { Ptr->bUseOverrideDrawDistance = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_DesiredBoundRadius_GET(FHierarchicalSimplification* Ptr) { return Ptr->DesiredBoundRadius; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_DesiredBoundRadius_SET(FHierarchicalSimplification* Ptr, float Value) { Ptr->DesiredBoundRadius = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_DesiredFillingPercentage_GET(FHierarchicalSimplification* Ptr) { return Ptr->DesiredFillingPercentage; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_DesiredFillingPercentage_SET(FHierarchicalSimplification* Ptr, float Value) { Ptr->DesiredFillingPercentage = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_MinNumberOfActorsToBuild_GET(FHierarchicalSimplification* Ptr) { return Ptr->MinNumberOfActorsToBuild; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_MinNumberOfActorsToBuild_SET(FHierarchicalSimplification* Ptr, int32 Value) { Ptr->MinNumberOfActorsToBuild = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_OverrideDrawDistance_GET(FHierarchicalSimplification* Ptr) { return Ptr->OverrideDrawDistance; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_OverrideDrawDistance_SET(FHierarchicalSimplification* Ptr, float Value) { Ptr->OverrideDrawDistance = Value; } DOTNET_EXPORT auto E_PROP_FHierarchicalSimplification_TransitionScreenSize_GET(FHierarchicalSimplification* Ptr) { return Ptr->TransitionScreenSize; } DOTNET_EXPORT void E_PROP_FHierarchicalSimplification_TransitionScreenSize_SET(FHierarchicalSimplification* Ptr, float Value) { Ptr->TransitionScreenSize = Value; } /* FHitResult */ DOTNET_EXPORT INT_PTR E_CreateStruct_FHitResult() { return (INT_PTR) new FHitResult(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FHitResult_float(float InTime) { return (INT_PTR) new FHitResult(InTime); } DOTNET_EXPORT INT_PTR E_CreateStruct_FHitResult_FVector_FVector(INT_PTR Start, INT_PTR End) { return (INT_PTR) new FHitResult(*(FVector*)Start, *(FVector*)End); } DOTNET_EXPORT INT_PTR E_CreateStruct_FHitResult_AActor_UPrimitiveComponent_FVector_FVector(AActor* InActor, UPrimitiveComponent* InComponent, INT_PTR HitLoc, INT_PTR HitNorm) { return (INT_PTR) new FHitResult(InActor, InComponent, *(FVector*)HitLoc, *(FVector*)HitNorm); } DOTNET_EXPORT auto E_PROP_FHitResult_bBlockingHit_GET(FHitResult* Ptr) { return Ptr->bBlockingHit; } DOTNET_EXPORT void E_PROP_FHitResult_bBlockingHit_SET(FHitResult* Ptr, uint8 Value) { Ptr->bBlockingHit = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_BoneName_GET(FHitResult* Ptr) { return ConvertToManage_StringWrapper(Ptr->BoneName); } DOTNET_EXPORT void E_PROP_FHitResult_BoneName_SET(FHitResult* Ptr, char* Value) { Ptr->BoneName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FHitResult_bStartPenetrating_GET(FHitResult* Ptr) { return Ptr->bStartPenetrating; } DOTNET_EXPORT void E_PROP_FHitResult_bStartPenetrating_SET(FHitResult* Ptr, uint8 Value) { Ptr->bStartPenetrating = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_Distance_GET(FHitResult* Ptr) { return Ptr->Distance; } DOTNET_EXPORT void E_PROP_FHitResult_Distance_SET(FHitResult* Ptr, float Value) { Ptr->Distance = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_FaceIndex_GET(FHitResult* Ptr) { return Ptr->FaceIndex; } DOTNET_EXPORT void E_PROP_FHitResult_FaceIndex_SET(FHitResult* Ptr, int32 Value) { Ptr->FaceIndex = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_ImpactNormal_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->ImpactNormal); } DOTNET_EXPORT void E_PROP_FHitResult_ImpactNormal_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->ImpactNormal = *(FVector_NetQuantizeNormal*)Value; } DOTNET_EXPORT auto E_PROP_FHitResult_ImpactPoint_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->ImpactPoint); } DOTNET_EXPORT void E_PROP_FHitResult_ImpactPoint_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->ImpactPoint = *(FVector_NetQuantize*)Value; } DOTNET_EXPORT auto E_PROP_FHitResult_Item_GET(FHitResult* Ptr) { return Ptr->Item; } DOTNET_EXPORT void E_PROP_FHitResult_Item_SET(FHitResult* Ptr, int32 Value) { Ptr->Item = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_Location_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FHitResult_Location_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->Location = *(FVector_NetQuantize*)Value; } DOTNET_EXPORT auto E_PROP_FHitResult_MyBoneName_GET(FHitResult* Ptr) { return ConvertToManage_StringWrapper(Ptr->MyBoneName); } DOTNET_EXPORT void E_PROP_FHitResult_MyBoneName_SET(FHitResult* Ptr, char* Value) { Ptr->MyBoneName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FHitResult_Normal_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->Normal); } DOTNET_EXPORT void E_PROP_FHitResult_Normal_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->Normal = *(FVector_NetQuantizeNormal*)Value; } DOTNET_EXPORT auto E_PROP_FHitResult_PenetrationDepth_GET(FHitResult* Ptr) { return Ptr->PenetrationDepth; } DOTNET_EXPORT void E_PROP_FHitResult_PenetrationDepth_SET(FHitResult* Ptr, float Value) { Ptr->PenetrationDepth = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_Time_GET(FHitResult* Ptr) { return Ptr->Time; } DOTNET_EXPORT void E_PROP_FHitResult_Time_SET(FHitResult* Ptr, float Value) { Ptr->Time = Value; } DOTNET_EXPORT auto E_PROP_FHitResult_TraceEnd_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->TraceEnd); } DOTNET_EXPORT void E_PROP_FHitResult_TraceEnd_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->TraceEnd = *(FVector_NetQuantize*)Value; } DOTNET_EXPORT auto E_PROP_FHitResult_TraceStart_GET(FHitResult* Ptr) { return (INT_PTR)&(Ptr->TraceStart); } DOTNET_EXPORT void E_PROP_FHitResult_TraceStart_SET(FHitResult* Ptr, INT_PTR Value) { Ptr->TraceStart = *(FVector_NetQuantize*)Value; } DOTNET_EXPORT auto E_FHitResult_GetActor(FHitResult* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetActor()); } DOTNET_EXPORT auto E_FHitResult_GetComponent(FHitResult* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetComponent()); } DOTNET_EXPORT auto E_FHitResult_GetReversedHit(FHitResult* Self, INT_PTR Hit) { auto& _p0 = *(FHitResult*)Hit; return (INT_PTR) new FHitResult(Self->GetReversedHit(_p0)); } DOTNET_EXPORT auto E_FHitResult_Init(FHitResult* Self) { Self->Init(); } DOTNET_EXPORT auto E_FHitResult_Init_o1(FHitResult* Self, INT_PTR Start, INT_PTR End) { auto _p0 = *(FVector*)Start; auto _p1 = *(FVector*)End; Self->Init(_p0, _p1); } DOTNET_EXPORT auto E_FHitResult_IsValidBlockingHit(FHitResult* Self) { return Self->IsValidBlockingHit(); } DOTNET_EXPORT auto E_FHitResult_Reset(FHitResult* Self, float InTime, bool bPreserveTraceData) { auto _p0 = InTime; auto _p1 = bPreserveTraceData; Self->Reset(_p0, _p1); } DOTNET_EXPORT auto E_FHitResult_ToString(FHitResult* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FInputActionBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputActionBinding() { return (INT_PTR) new FInputActionBinding(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FInputActionBinding_FName_EInputEvent(char* InActionName, EInputEvent InKeyEvent) { return (INT_PTR) new FInputActionBinding(ConvertFromManage_FName(InActionName), InKeyEvent); } DOTNET_EXPORT auto E_PROP_FInputActionBinding_ActionDelegate_GET(FInputActionBinding* Ptr) { return (INT_PTR)&(Ptr->ActionDelegate); } DOTNET_EXPORT void E_PROP_FInputActionBinding_ActionDelegate_SET(FInputActionBinding* Ptr, INT_PTR Value) { Ptr->ActionDelegate = *(FInputActionUnifiedDelegate*)Value; } DOTNET_EXPORT auto E_FInputActionBinding_GetActionName(FInputActionBinding* Self) { return ConvertToManage_StringWrapper(Self->GetActionName()); } DOTNET_EXPORT auto E_FInputActionBinding_IsPaired(FInputActionBinding* Self) { return Self->IsPaired(); } /* FInputActionKeyMapping */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputActionKeyMapping_FName(char* InActionName) { return (INT_PTR) new FInputActionKeyMapping(ConvertFromManage_FName(InActionName)); } DOTNET_EXPORT auto E_PROP_FInputActionKeyMapping_ActionName_GET(FInputActionKeyMapping* Ptr) { return ConvertToManage_StringWrapper(Ptr->ActionName); } DOTNET_EXPORT void E_PROP_FInputActionKeyMapping_ActionName_SET(FInputActionKeyMapping* Ptr, char* Value) { Ptr->ActionName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FInputActionKeyMapping_bAlt_GET(FInputActionKeyMapping* Ptr) { return Ptr->bAlt; } DOTNET_EXPORT void E_PROP_FInputActionKeyMapping_bAlt_SET(FInputActionKeyMapping* Ptr, uint8 Value) { Ptr->bAlt = Value; } DOTNET_EXPORT auto E_PROP_FInputActionKeyMapping_bCmd_GET(FInputActionKeyMapping* Ptr) { return Ptr->bCmd; } DOTNET_EXPORT void E_PROP_FInputActionKeyMapping_bCmd_SET(FInputActionKeyMapping* Ptr, uint8 Value) { Ptr->bCmd = Value; } DOTNET_EXPORT auto E_PROP_FInputActionKeyMapping_bCtrl_GET(FInputActionKeyMapping* Ptr) { return Ptr->bCtrl; } DOTNET_EXPORT void E_PROP_FInputActionKeyMapping_bCtrl_SET(FInputActionKeyMapping* Ptr, uint8 Value) { Ptr->bCtrl = Value; } DOTNET_EXPORT auto E_PROP_FInputActionKeyMapping_bShift_GET(FInputActionKeyMapping* Ptr) { return Ptr->bShift; } DOTNET_EXPORT void E_PROP_FInputActionKeyMapping_bShift_SET(FInputActionKeyMapping* Ptr, uint8 Value) { Ptr->bShift = Value; } /* FInputActionUnifiedDelegate */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputActionUnifiedDelegate() { return (INT_PTR) new FInputActionUnifiedDelegate(); } DOTNET_EXPORT auto E_FInputActionUnifiedDelegate_BindDelegate(FInputActionUnifiedDelegate* Self, UObject* Object, char* FuncName) { auto _p0 = Object; auto _p1 = ConvertFromManage_FName(FuncName); Self->BindDelegate(_p0, _p1); } DOTNET_EXPORT auto E_FInputActionUnifiedDelegate_IsBound(FInputActionUnifiedDelegate* Self) { return Self->IsBound(); } DOTNET_EXPORT auto E_FInputActionUnifiedDelegate_Unbind(FInputActionUnifiedDelegate* Self) { Self->Unbind(); } /* FInputAxisBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisBinding() { return (INT_PTR) new FInputAxisBinding(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisBinding_FName(char* InAxisName) { return (INT_PTR) new FInputAxisBinding(ConvertFromManage_FName(InAxisName)); } DOTNET_EXPORT auto E_PROP_FInputAxisBinding_AxisName_GET(FInputAxisBinding* Ptr) { return ConvertToManage_StringWrapper(Ptr->AxisName); } DOTNET_EXPORT void E_PROP_FInputAxisBinding_AxisName_SET(FInputAxisBinding* Ptr, char* Value) { Ptr->AxisName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FInputAxisBinding_AxisValue_GET(FInputAxisBinding* Ptr) { return Ptr->AxisValue; } DOTNET_EXPORT void E_PROP_FInputAxisBinding_AxisValue_SET(FInputAxisBinding* Ptr, float Value) { Ptr->AxisValue = Value; } /* FInputAxisConfigEntry */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisConfigEntry() { return (INT_PTR) new FInputAxisConfigEntry(); } DOTNET_EXPORT auto E_PROP_FInputAxisConfigEntry_AxisKeyName_GET(FInputAxisConfigEntry* Ptr) { return ConvertToManage_StringWrapper(Ptr->AxisKeyName); } DOTNET_EXPORT void E_PROP_FInputAxisConfigEntry_AxisKeyName_SET(FInputAxisConfigEntry* Ptr, char* Value) { Ptr->AxisKeyName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FInputAxisConfigEntry_AxisProperties_GET(FInputAxisConfigEntry* Ptr) { return (INT_PTR)&(Ptr->AxisProperties); } DOTNET_EXPORT void E_PROP_FInputAxisConfigEntry_AxisProperties_SET(FInputAxisConfigEntry* Ptr, INT_PTR Value) { Ptr->AxisProperties = *(FInputAxisProperties*)Value; } /* FInputAxisKeyBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisKeyBinding() { return (INT_PTR) new FInputAxisKeyBinding(); } DOTNET_EXPORT auto E_PROP_FInputAxisKeyBinding_AxisValue_GET(FInputAxisKeyBinding* Ptr) { return Ptr->AxisValue; } DOTNET_EXPORT void E_PROP_FInputAxisKeyBinding_AxisValue_SET(FInputAxisKeyBinding* Ptr, float Value) { Ptr->AxisValue = Value; } /* FInputAxisKeyMapping */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisKeyMapping_FName(char* InAxisName) { return (INT_PTR) new FInputAxisKeyMapping(ConvertFromManage_FName(InAxisName)); } DOTNET_EXPORT auto E_PROP_FInputAxisKeyMapping_AxisName_GET(FInputAxisKeyMapping* Ptr) { return ConvertToManage_StringWrapper(Ptr->AxisName); } DOTNET_EXPORT void E_PROP_FInputAxisKeyMapping_AxisName_SET(FInputAxisKeyMapping* Ptr, char* Value) { Ptr->AxisName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FInputAxisKeyMapping_Scale_GET(FInputAxisKeyMapping* Ptr) { return Ptr->Scale; } DOTNET_EXPORT void E_PROP_FInputAxisKeyMapping_Scale_SET(FInputAxisKeyMapping* Ptr, float Value) { Ptr->Scale = Value; } /* FInputAxisProperties */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputAxisProperties() { return (INT_PTR) new FInputAxisProperties(); } DOTNET_EXPORT auto E_PROP_FInputAxisProperties_bInvert_GET(FInputAxisProperties* Ptr) { return Ptr->bInvert; } DOTNET_EXPORT void E_PROP_FInputAxisProperties_bInvert_SET(FInputAxisProperties* Ptr, uint8 Value) { Ptr->bInvert = Value; } DOTNET_EXPORT auto E_PROP_FInputAxisProperties_DeadZone_GET(FInputAxisProperties* Ptr) { return Ptr->DeadZone; } DOTNET_EXPORT void E_PROP_FInputAxisProperties_DeadZone_SET(FInputAxisProperties* Ptr, float Value) { Ptr->DeadZone = Value; } DOTNET_EXPORT auto E_PROP_FInputAxisProperties_Exponent_GET(FInputAxisProperties* Ptr) { return Ptr->Exponent; } DOTNET_EXPORT void E_PROP_FInputAxisProperties_Exponent_SET(FInputAxisProperties* Ptr, float Value) { Ptr->Exponent = Value; } DOTNET_EXPORT auto E_PROP_FInputAxisProperties_Sensitivity_GET(FInputAxisProperties* Ptr) { return Ptr->Sensitivity; } DOTNET_EXPORT void E_PROP_FInputAxisProperties_Sensitivity_SET(FInputAxisProperties* Ptr, float Value) { Ptr->Sensitivity = Value; } /* FInputBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputBinding() { return (INT_PTR) new FInputBinding(); } DOTNET_EXPORT auto E_PROP_FInputBinding_bConsumeInput_GET(FInputBinding* Ptr) { return Ptr->bConsumeInput; } DOTNET_EXPORT void E_PROP_FInputBinding_bConsumeInput_SET(FInputBinding* Ptr, uint8 Value) { Ptr->bConsumeInput = Value; } DOTNET_EXPORT auto E_PROP_FInputBinding_bExecuteWhenPaused_GET(FInputBinding* Ptr) { return Ptr->bExecuteWhenPaused; } DOTNET_EXPORT void E_PROP_FInputBinding_bExecuteWhenPaused_SET(FInputBinding* Ptr, uint8 Value) { Ptr->bExecuteWhenPaused = Value; } /* FInputGestureBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputGestureBinding() { return (INT_PTR) new FInputGestureBinding(); } DOTNET_EXPORT auto E_PROP_FInputGestureBinding_GestureValue_GET(FInputGestureBinding* Ptr) { return Ptr->GestureValue; } DOTNET_EXPORT void E_PROP_FInputGestureBinding_GestureValue_SET(FInputGestureBinding* Ptr, float Value) { Ptr->GestureValue = Value; } /* FInputKeyBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputKeyBinding() { return (INT_PTR) new FInputKeyBinding(); } DOTNET_EXPORT auto E_PROP_FInputKeyBinding_KeyDelegate_GET(FInputKeyBinding* Ptr) { return (INT_PTR)&(Ptr->KeyDelegate); } DOTNET_EXPORT void E_PROP_FInputKeyBinding_KeyDelegate_SET(FInputKeyBinding* Ptr, INT_PTR Value) { Ptr->KeyDelegate = *(FInputActionUnifiedDelegate*)Value; } /* FInputTouchBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputTouchBinding() { return (INT_PTR) new FInputTouchBinding(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FInputTouchBinding_EInputEvent(EInputEvent InKeyEvent) { return (INT_PTR) new FInputTouchBinding(InKeyEvent); } /* FInputVectorAxisBinding */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInputVectorAxisBinding() { return (INT_PTR) new FInputVectorAxisBinding(); } DOTNET_EXPORT auto E_PROP_FInputVectorAxisBinding_AxisValue_GET(FInputVectorAxisBinding* Ptr) { return (INT_PTR)&(Ptr->AxisValue); } DOTNET_EXPORT void E_PROP_FInputVectorAxisBinding_AxisValue_SET(FInputVectorAxisBinding* Ptr, INT_PTR Value) { Ptr->AxisValue = *(FVector*)Value; } /* FInstancedStaticMeshInstanceData */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInstancedStaticMeshInstanceData() { return (INT_PTR) new FInstancedStaticMeshInstanceData(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FInstancedStaticMeshInstanceData_FMatrix(INT_PTR InTransform) { return (INT_PTR) new FInstancedStaticMeshInstanceData(*(FMatrix*)InTransform); } DOTNET_EXPORT auto E_PROP_FInstancedStaticMeshInstanceData_Transform_GET(FInstancedStaticMeshInstanceData* Ptr) { return (INT_PTR)&(Ptr->Transform); } DOTNET_EXPORT void E_PROP_FInstancedStaticMeshInstanceData_Transform_SET(FInstancedStaticMeshInstanceData* Ptr, INT_PTR Value) { Ptr->Transform = *(FMatrix*)Value; } /* FInstancedStaticMeshMappingInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInstancedStaticMeshMappingInfo() { return (INT_PTR) new FInstancedStaticMeshMappingInfo(); } /* FInterpControlPoint */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInterpControlPoint() { return (INT_PTR) new FInterpControlPoint(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FInterpControlPoint_FVector_bool(INT_PTR InPosition, bool bIsRelative) { return (INT_PTR) new FInterpControlPoint(*(FVector*)InPosition, bIsRelative); } DOTNET_EXPORT auto E_PROP_FInterpControlPoint_bPositionIsRelative_GET(FInterpControlPoint* Ptr) { return Ptr->bPositionIsRelative; } DOTNET_EXPORT void E_PROP_FInterpControlPoint_bPositionIsRelative_SET(FInterpControlPoint* Ptr, bool Value) { Ptr->bPositionIsRelative = Value; } DOTNET_EXPORT auto E_PROP_FInterpControlPoint_DistanceToNext_GET(FInterpControlPoint* Ptr) { return Ptr->DistanceToNext; } DOTNET_EXPORT void E_PROP_FInterpControlPoint_DistanceToNext_SET(FInterpControlPoint* Ptr, float Value) { Ptr->DistanceToNext = Value; } DOTNET_EXPORT auto E_PROP_FInterpControlPoint_Percentage_GET(FInterpControlPoint* Ptr) { return Ptr->Percentage; } DOTNET_EXPORT void E_PROP_FInterpControlPoint_Percentage_SET(FInterpControlPoint* Ptr, float Value) { Ptr->Percentage = Value; } DOTNET_EXPORT auto E_PROP_FInterpControlPoint_PositionControlPoint_GET(FInterpControlPoint* Ptr) { return (INT_PTR)&(Ptr->PositionControlPoint); } DOTNET_EXPORT void E_PROP_FInterpControlPoint_PositionControlPoint_SET(FInterpControlPoint* Ptr, INT_PTR Value) { Ptr->PositionControlPoint = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FInterpControlPoint_StartTime_GET(FInterpControlPoint* Ptr) { return Ptr->StartTime; } DOTNET_EXPORT void E_PROP_FInterpControlPoint_StartTime_SET(FInterpControlPoint* Ptr, float Value) { Ptr->StartTime = Value; } /* FIntPoint */ DOTNET_EXPORT INT_PTR E_CreateStruct_FIntPoint() { return (INT_PTR) new FIntPoint(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntPoint_int32_int32(int32 InX, int32 InY) { return (INT_PTR) new FIntPoint(InX, InY); } DOTNET_EXPORT auto E_PROP_FIntPoint_NoneValue_GET() { return (INT_PTR)&(FIntPoint::NoneValue); } DOTNET_EXPORT auto E_PROP_FIntPoint_X_GET(FIntPoint* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FIntPoint_X_SET(FIntPoint* Ptr, int32 Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FIntPoint_Y_GET(FIntPoint* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FIntPoint_Y_SET(FIntPoint* Ptr, int32 Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FIntPoint_ZeroValue_GET() { return (INT_PTR)&(FIntPoint::ZeroValue); } /* FIntRect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FIntRect() { return (INT_PTR) new FIntRect(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntRect_int32_int32_int32_int32(int32 X0, int32 Y0, int32 X1, int32 Y1) { return (INT_PTR) new FIntRect(X0, Y0, X1, Y1); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntRect_FIntPoint_FIntPoint(INT_PTR InMin, INT_PTR InMax) { return (INT_PTR) new FIntRect(*(FIntPoint*)InMin, *(FIntPoint*)InMax); } DOTNET_EXPORT auto E_PROP_FIntRect_Max_GET(FIntRect* Ptr) { return (INT_PTR)&(Ptr->Max); } DOTNET_EXPORT void E_PROP_FIntRect_Max_SET(FIntRect* Ptr, INT_PTR Value) { Ptr->Max = *(FIntPoint*)Value; } DOTNET_EXPORT auto E_PROP_FIntRect_Min_GET(FIntRect* Ptr) { return (INT_PTR)&(Ptr->Min); } DOTNET_EXPORT void E_PROP_FIntRect_Min_SET(FIntRect* Ptr, INT_PTR Value) { Ptr->Min = *(FIntPoint*)Value; } /* FIntVector */ DOTNET_EXPORT INT_PTR E_CreateStruct_FIntVector() { return (INT_PTR) new FIntVector(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntVector_int32_int32_int32(int32 InX, int32 InY, int32 InZ) { return (INT_PTR) new FIntVector(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntVector_int32(int32 InValue) { return (INT_PTR) new FIntVector(InValue); } DOTNET_EXPORT INT_PTR E_CreateStruct_FIntVector_FVector(INT_PTR InVector) { return (INT_PTR) new FIntVector(*(FVector*)InVector); } DOTNET_EXPORT auto E_PROP_FIntVector_NoneValue_GET() { return (INT_PTR)&(FIntVector::NoneValue); } DOTNET_EXPORT auto E_PROP_FIntVector_X_GET(FIntVector* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FIntVector_X_SET(FIntVector* Ptr, int32 Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FIntVector_Y_GET(FIntVector* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FIntVector_Y_SET(FIntVector* Ptr, int32 Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FIntVector_Z_GET(FIntVector* Ptr) { return Ptr->Z; } DOTNET_EXPORT void E_PROP_FIntVector_Z_SET(FIntVector* Ptr, int32 Value) { Ptr->Z = Value; } DOTNET_EXPORT auto E_PROP_FIntVector_ZeroValue_GET() { return (INT_PTR)&(FIntVector::ZeroValue); } /* FInverseRotationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FInverseRotationMatrix_FRotator(INT_PTR Rot) { return (INT_PTR) new FInverseRotationMatrix(*(FRotator*)Rot); } /* FKeyBind */ DOTNET_EXPORT INT_PTR E_CreateStruct_FKeyBind() { return (INT_PTR) new FKeyBind(); } DOTNET_EXPORT auto E_PROP_FKeyBind_Alt_GET(FKeyBind* Ptr) { return Ptr->Alt; } DOTNET_EXPORT void E_PROP_FKeyBind_Alt_SET(FKeyBind* Ptr, uint8 Value) { Ptr->Alt = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_bDisabled_GET(FKeyBind* Ptr) { return Ptr->bDisabled; } DOTNET_EXPORT void E_PROP_FKeyBind_bDisabled_SET(FKeyBind* Ptr, uint8 Value) { Ptr->bDisabled = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_bIgnoreAlt_GET(FKeyBind* Ptr) { return Ptr->bIgnoreAlt; } DOTNET_EXPORT void E_PROP_FKeyBind_bIgnoreAlt_SET(FKeyBind* Ptr, uint8 Value) { Ptr->bIgnoreAlt = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_bIgnoreCmd_GET(FKeyBind* Ptr) { return Ptr->bIgnoreCmd; } DOTNET_EXPORT void E_PROP_FKeyBind_bIgnoreCmd_SET(FKeyBind* Ptr, uint8 Value) { Ptr->bIgnoreCmd = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_bIgnoreCtrl_GET(FKeyBind* Ptr) { return Ptr->bIgnoreCtrl; } DOTNET_EXPORT void E_PROP_FKeyBind_bIgnoreCtrl_SET(FKeyBind* Ptr, uint8 Value) { Ptr->bIgnoreCtrl = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_bIgnoreShift_GET(FKeyBind* Ptr) { return Ptr->bIgnoreShift; } DOTNET_EXPORT void E_PROP_FKeyBind_bIgnoreShift_SET(FKeyBind* Ptr, uint8 Value) { Ptr->bIgnoreShift = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_Cmd_GET(FKeyBind* Ptr) { return Ptr->Cmd; } DOTNET_EXPORT void E_PROP_FKeyBind_Cmd_SET(FKeyBind* Ptr, uint8 Value) { Ptr->Cmd = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_Command_GET(FKeyBind* Ptr) { return ConvertToManage_StringWrapper(Ptr->Command); } DOTNET_EXPORT void E_PROP_FKeyBind_Command_SET(FKeyBind* Ptr, char* Value) { Ptr->Command = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FKeyBind_Control_GET(FKeyBind* Ptr) { return Ptr->Control; } DOTNET_EXPORT void E_PROP_FKeyBind_Control_SET(FKeyBind* Ptr, uint8 Value) { Ptr->Control = Value; } DOTNET_EXPORT auto E_PROP_FKeyBind_Shift_GET(FKeyBind* Ptr) { return Ptr->Shift; } DOTNET_EXPORT void E_PROP_FKeyBind_Shift_SET(FKeyBind* Ptr, uint8 Value) { Ptr->Shift = Value; } /* FLensBloomSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLensBloomSettings() { return (INT_PTR) new FLensBloomSettings(); } DOTNET_EXPORT auto E_PROP_FLensBloomSettings_Convolution_GET(FLensBloomSettings* Ptr) { return (INT_PTR)&(Ptr->Convolution); } DOTNET_EXPORT void E_PROP_FLensBloomSettings_Convolution_SET(FLensBloomSettings* Ptr, INT_PTR Value) { Ptr->Convolution = *(FConvolutionBloomSettings*)Value; } DOTNET_EXPORT auto E_FLensBloomSettings_ExportToPostProcessSettings(FLensBloomSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FLensImperfectionSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLensImperfectionSettings() { return (INT_PTR) new FLensImperfectionSettings(); } DOTNET_EXPORT auto E_PROP_FLensImperfectionSettings_DirtMaskIntensity_GET(FLensImperfectionSettings* Ptr) { return Ptr->DirtMaskIntensity; } DOTNET_EXPORT void E_PROP_FLensImperfectionSettings_DirtMaskIntensity_SET(FLensImperfectionSettings* Ptr, float Value) { Ptr->DirtMaskIntensity = Value; } DOTNET_EXPORT auto E_PROP_FLensImperfectionSettings_DirtMaskTint_GET(FLensImperfectionSettings* Ptr) { return (INT_PTR)&(Ptr->DirtMaskTint); } DOTNET_EXPORT void E_PROP_FLensImperfectionSettings_DirtMaskTint_SET(FLensImperfectionSettings* Ptr, INT_PTR Value) { Ptr->DirtMaskTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_FLensImperfectionSettings_ExportToPostProcessSettings(FLensImperfectionSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FLensSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLensSettings() { return (INT_PTR) new FLensSettings(); } DOTNET_EXPORT auto E_PROP_FLensSettings_Bloom_GET(FLensSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom); } DOTNET_EXPORT void E_PROP_FLensSettings_Bloom_SET(FLensSettings* Ptr, INT_PTR Value) { Ptr->Bloom = *(FLensBloomSettings*)Value; } DOTNET_EXPORT auto E_PROP_FLensSettings_ChromaticAberration_GET(FLensSettings* Ptr) { return Ptr->ChromaticAberration; } DOTNET_EXPORT void E_PROP_FLensSettings_ChromaticAberration_SET(FLensSettings* Ptr, float Value) { Ptr->ChromaticAberration = Value; } DOTNET_EXPORT auto E_PROP_FLensSettings_Imperfections_GET(FLensSettings* Ptr) { return (INT_PTR)&(Ptr->Imperfections); } DOTNET_EXPORT void E_PROP_FLensSettings_Imperfections_SET(FLensSettings* Ptr, INT_PTR Value) { Ptr->Imperfections = *(FLensImperfectionSettings*)Value; } DOTNET_EXPORT auto E_FLensSettings_ExportToPostProcessSettings(FLensSettings* Self, INT_PTR OutPostProcessSettings) { auto _p0 = (FPostProcessSettings*)OutPostProcessSettings; Self->ExportToPostProcessSettings(_p0); } /* FLevelStreamingGCHelper */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelStreamingGCHelper() { return (INT_PTR) new FLevelStreamingGCHelper(); } DOTNET_EXPORT auto E_FLevelStreamingGCHelper_AddGarbageCollectorCallback(FLevelStreamingGCHelper* Self) { Self->AddGarbageCollectorCallback(); } DOTNET_EXPORT auto E_FLevelStreamingGCHelper_GetNumLevelsPendingPurge(FLevelStreamingGCHelper* Self) { return Self->GetNumLevelsPendingPurge(); } DOTNET_EXPORT auto E_FLevelStreamingGCHelper_PrepareStreamedOutLevelsForGC(FLevelStreamingGCHelper* Self) { Self->PrepareStreamedOutLevelsForGC(); } DOTNET_EXPORT auto E_FLevelStreamingGCHelper_VerifyLevelsGotRemovedByGC(FLevelStreamingGCHelper* Self) { Self->VerifyLevelsGotRemovedByGC(); } /* FLevelStreamingStatus */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelStreamingStatus_FName_bool_bool_int32(char* InPackageName, bool bInShouldBeLoaded, bool bInShouldBeVisible, int32 InLODIndex) { return (INT_PTR) new FLevelStreamingStatus(ConvertFromManage_FName(InPackageName), bInShouldBeLoaded, bInShouldBeVisible, InLODIndex); } DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelStreamingStatus() { return (INT_PTR) new FLevelStreamingStatus(); } DOTNET_EXPORT auto E_PROP_FLevelStreamingStatus_PackageName_GET(FLevelStreamingStatus* Ptr) { return ConvertToManage_StringWrapper(Ptr->PackageName); } DOTNET_EXPORT void E_PROP_FLevelStreamingStatus_PackageName_SET(FLevelStreamingStatus* Ptr, char* Value) { Ptr->PackageName = ConvertFromManage_FName(Value); } /* FLevelStreamingWrapper */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelStreamingWrapper() { return (INT_PTR) new FLevelStreamingWrapper(); } /* FLevelViewportInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelViewportInfo() { return (INT_PTR) new FLevelViewportInfo(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FLevelViewportInfo_FVector_FRotator_float(INT_PTR InCamPosition, INT_PTR InCamRotation, float InCamOrthoZoom) { return (INT_PTR) new FLevelViewportInfo(*(FVector*)InCamPosition, *(FRotator*)InCamRotation, InCamOrthoZoom); } DOTNET_EXPORT auto E_PROP_FLevelViewportInfo_CamOrthoZoom_GET(FLevelViewportInfo* Ptr) { return Ptr->CamOrthoZoom; } DOTNET_EXPORT void E_PROP_FLevelViewportInfo_CamOrthoZoom_SET(FLevelViewportInfo* Ptr, float Value) { Ptr->CamOrthoZoom = Value; } DOTNET_EXPORT auto E_PROP_FLevelViewportInfo_CamPosition_GET(FLevelViewportInfo* Ptr) { return (INT_PTR)&(Ptr->CamPosition); } DOTNET_EXPORT void E_PROP_FLevelViewportInfo_CamPosition_SET(FLevelViewportInfo* Ptr, INT_PTR Value) { Ptr->CamPosition = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FLevelViewportInfo_CamRotation_GET(FLevelViewportInfo* Ptr) { return (INT_PTR)&(Ptr->CamRotation); } DOTNET_EXPORT void E_PROP_FLevelViewportInfo_CamRotation_SET(FLevelViewportInfo* Ptr, INT_PTR Value) { Ptr->CamRotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_FLevelViewportInfo_CamUpdated_GET(FLevelViewportInfo* Ptr) { return Ptr->CamUpdated; } DOTNET_EXPORT void E_PROP_FLevelViewportInfo_CamUpdated_SET(FLevelViewportInfo* Ptr, bool Value) { Ptr->CamUpdated = Value; } /* FLightingChannels */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightingChannels() { return (INT_PTR) new FLightingChannels(); } DOTNET_EXPORT auto E_PROP_FLightingChannels_bChannel0_GET(FLightingChannels* Ptr) { return Ptr->bChannel0; } DOTNET_EXPORT void E_PROP_FLightingChannels_bChannel0_SET(FLightingChannels* Ptr, uint8 Value) { Ptr->bChannel0 = Value; } DOTNET_EXPORT auto E_PROP_FLightingChannels_bChannel1_GET(FLightingChannels* Ptr) { return Ptr->bChannel1; } DOTNET_EXPORT void E_PROP_FLightingChannels_bChannel1_SET(FLightingChannels* Ptr, uint8 Value) { Ptr->bChannel1 = Value; } DOTNET_EXPORT auto E_PROP_FLightingChannels_bChannel2_GET(FLightingChannels* Ptr) { return Ptr->bChannel2; } DOTNET_EXPORT void E_PROP_FLightingChannels_bChannel2_SET(FLightingChannels* Ptr, uint8 Value) { Ptr->bChannel2 = Value; } /* FLightmassDebugOptions */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassDebugOptions() { return (INT_PTR) new FLightmassDebugOptions(); } DOTNET_EXPORT auto E_PROP_FLightmassDebugOptions_CoplanarTolerance_GET(FLightmassDebugOptions* Ptr) { return Ptr->CoplanarTolerance; } DOTNET_EXPORT void E_PROP_FLightmassDebugOptions_CoplanarTolerance_SET(FLightmassDebugOptions* Ptr, float Value) { Ptr->CoplanarTolerance = Value; } DOTNET_EXPORT auto E_PROP_FLightmassDebugOptions_ExecutionTimeDivisor_GET(FLightmassDebugOptions* Ptr) { return Ptr->ExecutionTimeDivisor; } DOTNET_EXPORT void E_PROP_FLightmassDebugOptions_ExecutionTimeDivisor_SET(FLightmassDebugOptions* Ptr, float Value) { Ptr->ExecutionTimeDivisor = Value; } /* FLightmassDirectionalLightSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassDirectionalLightSettings() { return (INT_PTR) new FLightmassDirectionalLightSettings(); } DOTNET_EXPORT auto E_PROP_FLightmassDirectionalLightSettings_LightSourceAngle_GET(FLightmassDirectionalLightSettings* Ptr) { return Ptr->LightSourceAngle; } DOTNET_EXPORT void E_PROP_FLightmassDirectionalLightSettings_LightSourceAngle_SET(FLightmassDirectionalLightSettings* Ptr, float Value) { Ptr->LightSourceAngle = Value; } /* FLightmassLightSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassLightSettings() { return (INT_PTR) new FLightmassLightSettings(); } DOTNET_EXPORT auto E_PROP_FLightmassLightSettings_bUseAreaShadowsForStationaryLight_GET(FLightmassLightSettings* Ptr) { return Ptr->bUseAreaShadowsForStationaryLight; } DOTNET_EXPORT void E_PROP_FLightmassLightSettings_bUseAreaShadowsForStationaryLight_SET(FLightmassLightSettings* Ptr, bool Value) { Ptr->bUseAreaShadowsForStationaryLight = Value; } DOTNET_EXPORT auto E_PROP_FLightmassLightSettings_IndirectLightingSaturation_GET(FLightmassLightSettings* Ptr) { return Ptr->IndirectLightingSaturation; } DOTNET_EXPORT void E_PROP_FLightmassLightSettings_IndirectLightingSaturation_SET(FLightmassLightSettings* Ptr, float Value) { Ptr->IndirectLightingSaturation = Value; } DOTNET_EXPORT auto E_PROP_FLightmassLightSettings_ShadowExponent_GET(FLightmassLightSettings* Ptr) { return Ptr->ShadowExponent; } DOTNET_EXPORT void E_PROP_FLightmassLightSettings_ShadowExponent_SET(FLightmassLightSettings* Ptr, float Value) { Ptr->ShadowExponent = Value; } /* FLightmassPointLightSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassPointLightSettings() { return (INT_PTR) new FLightmassPointLightSettings(); } /* FLightmassPrimitiveSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassPrimitiveSettings() { return (INT_PTR) new FLightmassPrimitiveSettings(); } DOTNET_EXPORT auto E_PROP_FLightmassPrimitiveSettings_DiffuseBoost_GET(FLightmassPrimitiveSettings* Ptr) { return Ptr->DiffuseBoost; } DOTNET_EXPORT void E_PROP_FLightmassPrimitiveSettings_DiffuseBoost_SET(FLightmassPrimitiveSettings* Ptr, float Value) { Ptr->DiffuseBoost = Value; } DOTNET_EXPORT auto E_PROP_FLightmassPrimitiveSettings_EmissiveBoost_GET(FLightmassPrimitiveSettings* Ptr) { return Ptr->EmissiveBoost; } DOTNET_EXPORT void E_PROP_FLightmassPrimitiveSettings_EmissiveBoost_SET(FLightmassPrimitiveSettings* Ptr, float Value) { Ptr->EmissiveBoost = Value; } DOTNET_EXPORT auto E_PROP_FLightmassPrimitiveSettings_EmissiveLightExplicitInfluenceRadius_GET(FLightmassPrimitiveSettings* Ptr) { return Ptr->EmissiveLightExplicitInfluenceRadius; } DOTNET_EXPORT void E_PROP_FLightmassPrimitiveSettings_EmissiveLightExplicitInfluenceRadius_SET(FLightmassPrimitiveSettings* Ptr, float Value) { Ptr->EmissiveLightExplicitInfluenceRadius = Value; } DOTNET_EXPORT auto E_PROP_FLightmassPrimitiveSettings_EmissiveLightFalloffExponent_GET(FLightmassPrimitiveSettings* Ptr) { return Ptr->EmissiveLightFalloffExponent; } DOTNET_EXPORT void E_PROP_FLightmassPrimitiveSettings_EmissiveLightFalloffExponent_SET(FLightmassPrimitiveSettings* Ptr, float Value) { Ptr->EmissiveLightFalloffExponent = Value; } DOTNET_EXPORT auto E_PROP_FLightmassPrimitiveSettings_FullyOccludedSamplesFraction_GET(FLightmassPrimitiveSettings* Ptr) { return Ptr->FullyOccludedSamplesFraction; } DOTNET_EXPORT void E_PROP_FLightmassPrimitiveSettings_FullyOccludedSamplesFraction_SET(FLightmassPrimitiveSettings* Ptr, float Value) { Ptr->FullyOccludedSamplesFraction = Value; } /* FLightmassWorldInfoSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLightmassWorldInfoSettings() { return (INT_PTR) new FLightmassWorldInfoSettings(); } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_bCompressLightmaps_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->bCompressLightmaps; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_bCompressLightmaps_SET(FLightmassWorldInfoSettings* Ptr, uint8 Value) { Ptr->bCompressLightmaps = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_bGenerateAmbientOcclusionMaterialMask_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->bGenerateAmbientOcclusionMaterialMask; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_bGenerateAmbientOcclusionMaterialMask_SET(FLightmassWorldInfoSettings* Ptr, uint8 Value) { Ptr->bGenerateAmbientOcclusionMaterialMask = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_bUseAmbientOcclusion_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->bUseAmbientOcclusion; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_bUseAmbientOcclusion_SET(FLightmassWorldInfoSettings* Ptr, uint8 Value) { Ptr->bUseAmbientOcclusion = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_bVisualizeAmbientOcclusion_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->bVisualizeAmbientOcclusion; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_bVisualizeAmbientOcclusion_SET(FLightmassWorldInfoSettings* Ptr, uint8 Value) { Ptr->bVisualizeAmbientOcclusion = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_bVisualizeMaterialDiffuse_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->bVisualizeMaterialDiffuse; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_bVisualizeMaterialDiffuse_SET(FLightmassWorldInfoSettings* Ptr, uint8 Value) { Ptr->bVisualizeMaterialDiffuse = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_DiffuseBoost_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->DiffuseBoost; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_DiffuseBoost_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->DiffuseBoost = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_DirectIlluminationOcclusionFraction_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->DirectIlluminationOcclusionFraction; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_DirectIlluminationOcclusionFraction_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->DirectIlluminationOcclusionFraction = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_EmissiveBoost_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->EmissiveBoost; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_EmissiveBoost_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->EmissiveBoost = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_EnvironmentIntensity_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->EnvironmentIntensity; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_EnvironmentIntensity_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->EnvironmentIntensity = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_FullyOccludedSamplesFraction_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->FullyOccludedSamplesFraction; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_FullyOccludedSamplesFraction_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->FullyOccludedSamplesFraction = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_IndirectIlluminationOcclusionFraction_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->IndirectIlluminationOcclusionFraction; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_IndirectIlluminationOcclusionFraction_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->IndirectIlluminationOcclusionFraction = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_IndirectLightingQuality_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->IndirectLightingQuality; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_IndirectLightingQuality_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->IndirectLightingQuality = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_IndirectLightingSmoothness_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->IndirectLightingSmoothness; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_IndirectLightingSmoothness_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->IndirectLightingSmoothness = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_MaxOcclusionDistance_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->MaxOcclusionDistance; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_MaxOcclusionDistance_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->MaxOcclusionDistance = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_NumIndirectLightingBounces_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->NumIndirectLightingBounces; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_NumIndirectLightingBounces_SET(FLightmassWorldInfoSettings* Ptr, int32 Value) { Ptr->NumIndirectLightingBounces = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_NumSkyLightingBounces_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->NumSkyLightingBounces; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_NumSkyLightingBounces_SET(FLightmassWorldInfoSettings* Ptr, int32 Value) { Ptr->NumSkyLightingBounces = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_OcclusionExponent_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->OcclusionExponent; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_OcclusionExponent_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->OcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_StaticLightingLevelScale_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->StaticLightingLevelScale; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_StaticLightingLevelScale_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->StaticLightingLevelScale = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_VolumeLightSamplePlacementScale_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->VolumeLightSamplePlacementScale; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_VolumeLightSamplePlacementScale_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->VolumeLightSamplePlacementScale = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapDetailCellSize_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->VolumetricLightmapDetailCellSize; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapDetailCellSize_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->VolumetricLightmapDetailCellSize = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapMaximumBrickMemoryMb_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->VolumetricLightmapMaximumBrickMemoryMb; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapMaximumBrickMemoryMb_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->VolumetricLightmapMaximumBrickMemoryMb = Value; } DOTNET_EXPORT auto E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapSphericalHarmonicSmoothing_GET(FLightmassWorldInfoSettings* Ptr) { return Ptr->VolumetricLightmapSphericalHarmonicSmoothing; } DOTNET_EXPORT void E_PROP_FLightmassWorldInfoSettings_VolumetricLightmapSphericalHarmonicSmoothing_SET(FLightmassWorldInfoSettings* Ptr, float Value) { Ptr->VolumetricLightmapSphericalHarmonicSmoothing = Value; } /* FLinearColor */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLinearColor() { return (INT_PTR) new FLinearColor(); } /* FLocalPlayerContext */ DOTNET_EXPORT INT_PTR E_CreateStruct_FLocalPlayerContext() { return (INT_PTR) new FLocalPlayerContext(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FLocalPlayerContext_ULocalPlayer_UWorld(ULocalPlayer* InLocalPlayer, UWorld* InWorld) { return (INT_PTR) new FLocalPlayerContext(InLocalPlayer, InWorld); } DOTNET_EXPORT INT_PTR E_CreateStruct_FLocalPlayerContext_APlayerController(APlayerController* InPlayerController) { return (INT_PTR) new FLocalPlayerContext(InPlayerController); } DOTNET_EXPORT INT_PTR E_CreateStruct_FLocalPlayerContext_FLocalPlayerContext(INT_PTR InPlayerContext) { return (INT_PTR) new FLocalPlayerContext(*(FLocalPlayerContext*)InPlayerContext); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetGameState(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetGameState()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetHUD(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetHUD()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetLocalPlayer(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetLocalPlayer()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetPawn(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPawn()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetPlayerController(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPlayerController()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetPlayerState(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPlayerState()); } DOTNET_EXPORT auto E_FLocalPlayerContext_GetWorld(FLocalPlayerContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetWorld()); } DOTNET_EXPORT auto E_FLocalPlayerContext_IsFromLocalPlayer(FLocalPlayerContext* Self, AActor* ActorToTest) { auto _p0 = ActorToTest; return Self->IsFromLocalPlayer(_p0); } DOTNET_EXPORT auto E_FLocalPlayerContext_IsInitialized(FLocalPlayerContext* Self) { return Self->IsInitialized(); } DOTNET_EXPORT auto E_FLocalPlayerContext_IsValid(FLocalPlayerContext* Self) { return Self->IsValid(); } /* FMaterialSpriteElement */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMaterialSpriteElement() { return (INT_PTR) new FMaterialSpriteElement(); } DOTNET_EXPORT auto E_PROP_FMaterialSpriteElement_BaseSizeX_GET(FMaterialSpriteElement* Ptr) { return Ptr->BaseSizeX; } DOTNET_EXPORT void E_PROP_FMaterialSpriteElement_BaseSizeX_SET(FMaterialSpriteElement* Ptr, float Value) { Ptr->BaseSizeX = Value; } DOTNET_EXPORT auto E_PROP_FMaterialSpriteElement_BaseSizeY_GET(FMaterialSpriteElement* Ptr) { return Ptr->BaseSizeY; } DOTNET_EXPORT void E_PROP_FMaterialSpriteElement_BaseSizeY_SET(FMaterialSpriteElement* Ptr, float Value) { Ptr->BaseSizeY = Value; } /* FMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix() { return (INT_PTR) new FMatrix(); } /* FMatrix2x2 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2() { return (INT_PTR) new FMatrix2x2(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2_float_float_float_float(float m00, float m01, float m10, float m11) { return (INT_PTR) new FMatrix2x2(m00, m01, m10, m11); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2_float(float UniformScale) { return (INT_PTR) new FMatrix2x2(UniformScale); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2_FScale2D(INT_PTR Scale) { return (INT_PTR) new FMatrix2x2(*(FScale2D*)Scale); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2_FShear2D(INT_PTR Shear) { return (INT_PTR) new FMatrix2x2(*(FShear2D*)Shear); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMatrix2x2_FQuat2D(INT_PTR Rotation) { return (INT_PTR) new FMatrix2x2(*(FQuat2D*)Rotation); } DOTNET_EXPORT auto E_FMatrix2x2_Concatenate(FMatrix2x2* Self, INT_PTR RHS) { auto& _p0 = *(FMatrix2x2*)RHS; return (INT_PTR) new FMatrix2x2(Self->Concatenate(_p0)); } DOTNET_EXPORT auto E_FMatrix2x2_Determinant(FMatrix2x2* Self) { return Self->Determinant(); } DOTNET_EXPORT auto E_FMatrix2x2_GetMatrix(FMatrix2x2* Self, float A, float B, float C, float D) { auto& _p0 = A; auto& _p1 = B; auto& _p2 = C; auto& _p3 = D; Self->GetMatrix(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FMatrix2x2_GetRotationAngle(FMatrix2x2* Self) { return Self->GetRotationAngle(); } DOTNET_EXPORT auto E_FMatrix2x2_GetScale(FMatrix2x2* Self) { return (INT_PTR) new FScale2D(Self->GetScale()); } DOTNET_EXPORT auto E_FMatrix2x2_GetScaleSquared(FMatrix2x2* Self) { return (INT_PTR) new FScale2D(Self->GetScaleSquared()); } DOTNET_EXPORT auto E_FMatrix2x2_Inverse(FMatrix2x2* Self) { return (INT_PTR) new FMatrix2x2(Self->Inverse()); } DOTNET_EXPORT auto E_FMatrix2x2_InverseDeterminant(FMatrix2x2* Self) { return Self->InverseDeterminant(); } DOTNET_EXPORT auto E_FMatrix2x2_IsIdentity(FMatrix2x2* Self) { return Self->IsIdentity(); } DOTNET_EXPORT auto E_FMatrix2x2_IsNearlyIdentity(FMatrix2x2* Self, float ErrorTolerance) { auto _p0 = ErrorTolerance; return Self->IsNearlyIdentity(_p0); } DOTNET_EXPORT auto E_FMatrix2x2_TransformPoint(FMatrix2x2* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return (INT_PTR) new FVector2D(Self->TransformPoint(_p0)); } DOTNET_EXPORT auto E_FMatrix2x2_TransformVector(FMatrix2x2* Self, INT_PTR Vector) { auto& _p0 = *(FVector2D*)Vector; return (INT_PTR) new FVector2D(Self->TransformVector(_p0)); } /* FMeshBuildSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMeshBuildSettings() { return (INT_PTR) new FMeshBuildSettings(); } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bBuildAdjacencyBuffer_GET(FMeshBuildSettings* Ptr) { return Ptr->bBuildAdjacencyBuffer; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bBuildAdjacencyBuffer_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bBuildAdjacencyBuffer = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bBuildReversedIndexBuffer_GET(FMeshBuildSettings* Ptr) { return Ptr->bBuildReversedIndexBuffer; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bBuildReversedIndexBuffer_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bBuildReversedIndexBuffer = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bGenerateDistanceFieldAsIfTwoSided_GET(FMeshBuildSettings* Ptr) { return Ptr->bGenerateDistanceFieldAsIfTwoSided; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bGenerateDistanceFieldAsIfTwoSided_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bGenerateDistanceFieldAsIfTwoSided = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bGenerateLightmapUVs_GET(FMeshBuildSettings* Ptr) { return Ptr->bGenerateLightmapUVs; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bGenerateLightmapUVs_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bGenerateLightmapUVs = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bRecomputeNormals_GET(FMeshBuildSettings* Ptr) { return Ptr->bRecomputeNormals; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bRecomputeNormals_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bRecomputeNormals = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bRecomputeTangents_GET(FMeshBuildSettings* Ptr) { return Ptr->bRecomputeTangents; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bRecomputeTangents_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bRecomputeTangents = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bRemoveDegenerates_GET(FMeshBuildSettings* Ptr) { return Ptr->bRemoveDegenerates; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bRemoveDegenerates_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bRemoveDegenerates = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_BuildScale_DEPRECATED_GET(FMeshBuildSettings* Ptr) { return Ptr->BuildScale_DEPRECATED; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_BuildScale_DEPRECATED_SET(FMeshBuildSettings* Ptr, float Value) { Ptr->BuildScale_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_BuildScale3D_GET(FMeshBuildSettings* Ptr) { return (INT_PTR)&(Ptr->BuildScale3D); } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_BuildScale3D_SET(FMeshBuildSettings* Ptr, INT_PTR Value) { Ptr->BuildScale3D = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bUseFullPrecisionUVs_GET(FMeshBuildSettings* Ptr) { return Ptr->bUseFullPrecisionUVs; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bUseFullPrecisionUVs_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bUseFullPrecisionUVs = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bUseHighPrecisionTangentBasis_GET(FMeshBuildSettings* Ptr) { return Ptr->bUseHighPrecisionTangentBasis; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bUseHighPrecisionTangentBasis_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bUseHighPrecisionTangentBasis = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_bUseMikkTSpace_GET(FMeshBuildSettings* Ptr) { return Ptr->bUseMikkTSpace; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_bUseMikkTSpace_SET(FMeshBuildSettings* Ptr, uint8 Value) { Ptr->bUseMikkTSpace = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_DistanceFieldResolutionScale_GET(FMeshBuildSettings* Ptr) { return Ptr->DistanceFieldResolutionScale; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_DistanceFieldResolutionScale_SET(FMeshBuildSettings* Ptr, float Value) { Ptr->DistanceFieldResolutionScale = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_DstLightmapIndex_GET(FMeshBuildSettings* Ptr) { return Ptr->DstLightmapIndex; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_DstLightmapIndex_SET(FMeshBuildSettings* Ptr, int32 Value) { Ptr->DstLightmapIndex = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_MinLightmapResolution_GET(FMeshBuildSettings* Ptr) { return Ptr->MinLightmapResolution; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_MinLightmapResolution_SET(FMeshBuildSettings* Ptr, int32 Value) { Ptr->MinLightmapResolution = Value; } DOTNET_EXPORT auto E_PROP_FMeshBuildSettings_SrcLightmapIndex_GET(FMeshBuildSettings* Ptr) { return Ptr->SrcLightmapIndex; } DOTNET_EXPORT void E_PROP_FMeshBuildSettings_SrcLightmapIndex_SET(FMeshBuildSettings* Ptr, int32 Value) { Ptr->SrcLightmapIndex = Value; } /* FMetaPathWayPoint */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMetaPathWayPoint() { return (INT_PTR) new FMetaPathWayPoint(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FMetaPathWayPoint_FVector(INT_PTR Location) { return (INT_PTR) new FMetaPathWayPoint(*(FVector*)Location); } /* FMinimalViewInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMinimalViewInfo() { return (INT_PTR) new FMinimalViewInfo(); } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_AspectRatio_GET(FMinimalViewInfo* Ptr) { return Ptr->AspectRatio; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_AspectRatio_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->AspectRatio = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_DesiredFOV_GET(FMinimalViewInfo* Ptr) { return Ptr->DesiredFOV; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_DesiredFOV_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->DesiredFOV = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_FOV_GET(FMinimalViewInfo* Ptr) { return Ptr->FOV; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_FOV_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->FOV = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_Location_GET(FMinimalViewInfo* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_Location_SET(FMinimalViewInfo* Ptr, INT_PTR Value) { Ptr->Location = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_OffCenterProjectionOffset_GET(FMinimalViewInfo* Ptr) { return (INT_PTR)&(Ptr->OffCenterProjectionOffset); } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_OffCenterProjectionOffset_SET(FMinimalViewInfo* Ptr, INT_PTR Value) { Ptr->OffCenterProjectionOffset = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_OrthoFarClipPlane_GET(FMinimalViewInfo* Ptr) { return Ptr->OrthoFarClipPlane; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_OrthoFarClipPlane_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->OrthoFarClipPlane = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_OrthoNearClipPlane_GET(FMinimalViewInfo* Ptr) { return Ptr->OrthoNearClipPlane; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_OrthoNearClipPlane_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->OrthoNearClipPlane = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_OrthoWidth_GET(FMinimalViewInfo* Ptr) { return Ptr->OrthoWidth; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_OrthoWidth_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->OrthoWidth = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_PostProcessBlendWeight_GET(FMinimalViewInfo* Ptr) { return Ptr->PostProcessBlendWeight; } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_PostProcessBlendWeight_SET(FMinimalViewInfo* Ptr, float Value) { Ptr->PostProcessBlendWeight = Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_PostProcessSettings_GET(FMinimalViewInfo* Ptr) { return (INT_PTR)&(Ptr->PostProcessSettings); } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_PostProcessSettings_SET(FMinimalViewInfo* Ptr, INT_PTR Value) { Ptr->PostProcessSettings = *(FPostProcessSettings*)Value; } DOTNET_EXPORT auto E_PROP_FMinimalViewInfo_Rotation_GET(FMinimalViewInfo* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FMinimalViewInfo_Rotation_SET(FMinimalViewInfo* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_FMinimalViewInfo_AddWeightedViewInfo(FMinimalViewInfo* Self, INT_PTR OtherView, float Weight) { auto& _p0 = *(FMinimalViewInfo*)OtherView; auto& _p1 = Weight; Self->AddWeightedViewInfo(_p0, _p1); } DOTNET_EXPORT auto E_FMinimalViewInfo_ApplyBlendWeight(FMinimalViewInfo* Self, float Weight) { auto& _p0 = Weight; Self->ApplyBlendWeight(_p0); } DOTNET_EXPORT auto E_FMinimalViewInfo_BlendViewInfo(FMinimalViewInfo* Self, INT_PTR OtherInfo, float OtherWeight) { auto& _p0 = *(FMinimalViewInfo*)OtherInfo; auto _p1 = OtherWeight; Self->BlendViewInfo(_p0, _p1); } DOTNET_EXPORT auto E_FMinimalViewInfo_CalculateProjectionMatrix(FMinimalViewInfo* Self) { return (INT_PTR) new FMatrix(Self->CalculateProjectionMatrix()); } DOTNET_EXPORT auto E_FMinimalViewInfo_Equals(FMinimalViewInfo* Self, INT_PTR OtherInfo) { auto& _p0 = *(FMinimalViewInfo*)OtherInfo; return Self->Equals(_p0); } /* FMirrorMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMirrorMatrix_FPlane(INT_PTR Plane) { return (INT_PTR) new FMirrorMatrix(*(FPlane*)Plane); } /* FMTDResult */ DOTNET_EXPORT INT_PTR E_CreateStruct_FMTDResult() { return (INT_PTR) new FMTDResult(); } DOTNET_EXPORT auto E_PROP_FMTDResult_Direction_GET(FMTDResult* Ptr) { return (INT_PTR)&(Ptr->Direction); } DOTNET_EXPORT void E_PROP_FMTDResult_Direction_SET(FMTDResult* Ptr, INT_PTR Value) { Ptr->Direction = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FMTDResult_Distance_GET(FMTDResult* Ptr) { return Ptr->Distance; } DOTNET_EXPORT void E_PROP_FMTDResult_Distance_SET(FMTDResult* Ptr, float Value) { Ptr->Distance = Value; } /* FNetDriverDefinition */ DOTNET_EXPORT INT_PTR E_CreateStruct_FNetDriverDefinition() { return (INT_PTR) new FNetDriverDefinition(); } DOTNET_EXPORT auto E_PROP_FNetDriverDefinition_DefName_GET(FNetDriverDefinition* Ptr) { return ConvertToManage_StringWrapper(Ptr->DefName); } DOTNET_EXPORT void E_PROP_FNetDriverDefinition_DefName_SET(FNetDriverDefinition* Ptr, char* Value) { Ptr->DefName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FNetDriverDefinition_DriverClassName_GET(FNetDriverDefinition* Ptr) { return ConvertToManage_StringWrapper(Ptr->DriverClassName); } DOTNET_EXPORT void E_PROP_FNetDriverDefinition_DriverClassName_SET(FNetDriverDefinition* Ptr, char* Value) { Ptr->DriverClassName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FNetDriverDefinition_DriverClassNameFallback_GET(FNetDriverDefinition* Ptr) { return ConvertToManage_StringWrapper(Ptr->DriverClassNameFallback); } DOTNET_EXPORT void E_PROP_FNetDriverDefinition_DriverClassNameFallback_SET(FNetDriverDefinition* Ptr, char* Value) { Ptr->DriverClassNameFallback = ConvertFromManage_FName(Value); } /* FNetViewer */ DOTNET_EXPORT INT_PTR E_CreateStruct_FNetViewer() { return (INT_PTR) new FNetViewer(); } DOTNET_EXPORT auto E_PROP_FNetViewer_InViewer_GET(FNetViewer* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->InViewer); } DOTNET_EXPORT void E_PROP_FNetViewer_InViewer_SET(FNetViewer* Ptr, AActor* Value) { Ptr->InViewer = Value; } DOTNET_EXPORT auto E_PROP_FNetViewer_ViewDir_GET(FNetViewer* Ptr) { return (INT_PTR)&(Ptr->ViewDir); } DOTNET_EXPORT void E_PROP_FNetViewer_ViewDir_SET(FNetViewer* Ptr, INT_PTR Value) { Ptr->ViewDir = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FNetViewer_ViewLocation_GET(FNetViewer* Ptr) { return (INT_PTR)&(Ptr->ViewLocation); } DOTNET_EXPORT void E_PROP_FNetViewer_ViewLocation_SET(FNetViewer* Ptr, INT_PTR Value) { Ptr->ViewLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FNetViewer_ViewTarget_GET(FNetViewer* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->ViewTarget); } DOTNET_EXPORT void E_PROP_FNetViewer_ViewTarget_SET(FNetViewer* Ptr, AActor* Value) { Ptr->ViewTarget = Value; } /* FOrientedBox */ DOTNET_EXPORT INT_PTR E_CreateStruct_FOrientedBox() { return (INT_PTR) new FOrientedBox(); } DOTNET_EXPORT auto E_PROP_FOrientedBox_AxisX_GET(FOrientedBox* Ptr) { return (INT_PTR)&(Ptr->AxisX); } DOTNET_EXPORT void E_PROP_FOrientedBox_AxisX_SET(FOrientedBox* Ptr, INT_PTR Value) { Ptr->AxisX = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_AxisY_GET(FOrientedBox* Ptr) { return (INT_PTR)&(Ptr->AxisY); } DOTNET_EXPORT void E_PROP_FOrientedBox_AxisY_SET(FOrientedBox* Ptr, INT_PTR Value) { Ptr->AxisY = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_AxisZ_GET(FOrientedBox* Ptr) { return (INT_PTR)&(Ptr->AxisZ); } DOTNET_EXPORT void E_PROP_FOrientedBox_AxisZ_SET(FOrientedBox* Ptr, INT_PTR Value) { Ptr->AxisZ = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_Center_GET(FOrientedBox* Ptr) { return (INT_PTR)&(Ptr->Center); } DOTNET_EXPORT void E_PROP_FOrientedBox_Center_SET(FOrientedBox* Ptr, INT_PTR Value) { Ptr->Center = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_ExtentX_GET(FOrientedBox* Ptr) { return Ptr->ExtentX; } DOTNET_EXPORT void E_PROP_FOrientedBox_ExtentX_SET(FOrientedBox* Ptr, float Value) { Ptr->ExtentX = Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_ExtentY_GET(FOrientedBox* Ptr) { return Ptr->ExtentY; } DOTNET_EXPORT void E_PROP_FOrientedBox_ExtentY_SET(FOrientedBox* Ptr, float Value) { Ptr->ExtentY = Value; } DOTNET_EXPORT auto E_PROP_FOrientedBox_ExtentZ_GET(FOrientedBox* Ptr) { return Ptr->ExtentZ; } DOTNET_EXPORT void E_PROP_FOrientedBox_ExtentZ_SET(FOrientedBox* Ptr, float Value) { Ptr->ExtentZ = Value; } DOTNET_EXPORT auto E_FOrientedBox_CalcVertices(FOrientedBox* Self, INT_PTR Verts) { auto _p0 = (FVector*)Verts; Self->CalcVertices(_p0); } /* FOrthoMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FOrthoMatrix_float_float_float_float(float Width, float Height, float ZScale, float ZOffset) { return (INT_PTR) new FOrthoMatrix(Width, Height, ZScale, ZOffset); } /* FOverlapInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FOverlapInfo() { return (INT_PTR) new FOverlapInfo(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FOverlapInfo_FHitResult(INT_PTR InSweepResult) { return (INT_PTR) new FOverlapInfo(*(FHitResult*)InSweepResult); } DOTNET_EXPORT INT_PTR E_CreateStruct_FOverlapInfo_UPrimitiveComponent_int32(UPrimitiveComponent* InComponent, int32 InBodyIndex) { return (INT_PTR) new FOverlapInfo(InComponent, InBodyIndex); } DOTNET_EXPORT auto E_PROP_FOverlapInfo_bFromSweep_GET(FOverlapInfo* Ptr) { return Ptr->bFromSweep; } DOTNET_EXPORT void E_PROP_FOverlapInfo_bFromSweep_SET(FOverlapInfo* Ptr, bool Value) { Ptr->bFromSweep = Value; } DOTNET_EXPORT auto E_PROP_FOverlapInfo_OverlapInfo_GET(FOverlapInfo* Ptr) { return (INT_PTR)&(Ptr->OverlapInfo); } DOTNET_EXPORT void E_PROP_FOverlapInfo_OverlapInfo_SET(FOverlapInfo* Ptr, INT_PTR Value) { Ptr->OverlapInfo = *(FHitResult*)Value; } DOTNET_EXPORT auto E_FOverlapInfo_GetBodyIndex(FOverlapInfo* Self) { return Self->GetBodyIndex(); } /* FOverlapResult */ DOTNET_EXPORT INT_PTR E_CreateStruct_FOverlapResult() { return (INT_PTR) new FOverlapResult(); } DOTNET_EXPORT auto E_PROP_FOverlapResult_ItemIndex_GET(FOverlapResult* Ptr) { return Ptr->ItemIndex; } DOTNET_EXPORT void E_PROP_FOverlapResult_ItemIndex_SET(FOverlapResult* Ptr, int32 Value) { Ptr->ItemIndex = Value; } DOTNET_EXPORT auto E_FOverlapResult_GetActor(FOverlapResult* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetActor()); } DOTNET_EXPORT auto E_FOverlapResult_GetComponent(FOverlapResult* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetComponent()); } /* FPaintedVertex */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPaintedVertex() { return (INT_PTR) new FPaintedVertex(); } DOTNET_EXPORT auto E_PROP_FPaintedVertex_Normal_GET(FPaintedVertex* Ptr) { return (INT_PTR)&(Ptr->Normal); } DOTNET_EXPORT void E_PROP_FPaintedVertex_Normal_SET(FPaintedVertex* Ptr, INT_PTR Value) { Ptr->Normal = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPaintedVertex_Position_GET(FPaintedVertex* Ptr) { return (INT_PTR)&(Ptr->Position); } DOTNET_EXPORT void E_PROP_FPaintedVertex_Position_SET(FPaintedVertex* Ptr, INT_PTR Value) { Ptr->Position = *(FVector*)Value; } /* FPawnActionEvent */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPawnActionEvent() { return (INT_PTR) new FPawnActionEvent(); } DOTNET_EXPORT auto E_PROP_FPawnActionEvent_Action_GET(FPawnActionEvent* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Action); } DOTNET_EXPORT void E_PROP_FPawnActionEvent_Action_SET(FPawnActionEvent* Ptr, UPawnAction* Value) { Ptr->Action = Value; } DOTNET_EXPORT auto E_PROP_FPawnActionEvent_FakeActionIndex_GET() { return FPawnActionEvent::FakeActionIndex; } /* FPawnActionStack */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPawnActionStack() { return (INT_PTR) new FPawnActionStack(); } DOTNET_EXPORT auto E_FPawnActionStack_GetStackSize(FPawnActionStack* Self) { return Self->GetStackSize(); } DOTNET_EXPORT auto E_FPawnActionStack_GetTop(FPawnActionStack* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetTop()); } DOTNET_EXPORT auto E_FPawnActionStack_IsEmpty(FPawnActionStack* Self) { return Self->IsEmpty(); } DOTNET_EXPORT auto E_FPawnActionStack_Pause(FPawnActionStack* Self) { Self->Pause(); } DOTNET_EXPORT auto E_FPawnActionStack_PopAction(FPawnActionStack* Self, UPawnAction& ActionToPop) { auto& _p0 = ActionToPop; Self->PopAction(_p0); } DOTNET_EXPORT auto E_FPawnActionStack_PushAction(FPawnActionStack* Self, UPawnAction& NewTopAction) { auto& _p0 = NewTopAction; Self->PushAction(_p0); } DOTNET_EXPORT auto E_FPawnActionStack_Resume(FPawnActionStack* Self) { Self->Resume(); } /* FPerspectiveMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPerspectiveMatrix_float_float_float_float_float_float(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ) { return (INT_PTR) new FPerspectiveMatrix(HalfFOVX, HalfFOVY, MultFOVX, MultFOVY, MinZ, MaxZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPerspectiveMatrix_float_float_float_float_float(float HalfFOV, float Width, float Height, float MinZ, float MaxZ) { return (INT_PTR) new FPerspectiveMatrix(HalfFOV, Width, Height, MinZ, MaxZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPerspectiveMatrix_float_float_float_float(float HalfFOV, float Width, float Height, float MinZ) { return (INT_PTR) new FPerspectiveMatrix(HalfFOV, Width, Height, MinZ); } /* FPlane */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane() { return (INT_PTR) new FPlane(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_FPlane(INT_PTR P) { return (INT_PTR) new FPlane(*(FPlane*)P); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_FVector4(INT_PTR V) { return (INT_PTR) new FPlane(*(FVector4*)V); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_float_float_float_float(float InX, float InY, float InZ, float InW) { return (INT_PTR) new FPlane(InX, InY, InZ, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_FVector_float(INT_PTR InNormal, float InW) { return (INT_PTR) new FPlane(*(FVector*)InNormal, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_FVector_FVector(INT_PTR InBase, INT_PTR InNormal) { return (INT_PTR) new FPlane(*(FVector*)InBase, *(FVector*)InNormal); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPlane_FVector_FVector_FVector(INT_PTR A, INT_PTR B, INT_PTR C) { return (INT_PTR) new FPlane(*(FVector*)A, *(FVector*)B, *(FVector*)C); } DOTNET_EXPORT auto E_PROP_FPlane_W_GET(FPlane* Ptr) { return Ptr->W; } DOTNET_EXPORT void E_PROP_FPlane_W_SET(FPlane* Ptr, float Value) { Ptr->W = Value; } DOTNET_EXPORT auto E_FPlane_Equals(FPlane* Self, INT_PTR V, float Tolerance) { auto& _p0 = *(FPlane*)V; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FPlane_Flip(FPlane* Self) { return (INT_PTR) new FPlane(Self->Flip()); } DOTNET_EXPORT auto E_FPlane_Normalize(FPlane* Self, float Tolerance) { auto _p0 = Tolerance; return Self->Normalize(_p0); } DOTNET_EXPORT auto E_FPlane_PlaneDot(FPlane* Self, INT_PTR P) { auto& _p0 = *(FVector*)P; return Self->PlaneDot(_p0); } DOTNET_EXPORT auto E_FPlane_TransformBy(FPlane* Self, INT_PTR M) { auto& _p0 = *(FMatrix*)M; return (INT_PTR) new FPlane(Self->TransformBy(_p0)); } DOTNET_EXPORT auto E_FPlane_TransformByUsingAdjointT(FPlane* Self, INT_PTR M, float DetM, INT_PTR TA) { auto& _p0 = *(FMatrix*)M; auto _p1 = DetM; auto& _p2 = *(FMatrix*)TA; return (INT_PTR) new FPlane(Self->TransformByUsingAdjointT(_p0, _p1, _p2)); } /* FPlayerMuteList */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPlayerMuteList() { return (INT_PTR) new FPlayerMuteList(); } DOTNET_EXPORT auto E_PROP_FPlayerMuteList_bHasVoiceHandshakeCompleted_GET(FPlayerMuteList* Ptr) { return Ptr->bHasVoiceHandshakeCompleted; } DOTNET_EXPORT void E_PROP_FPlayerMuteList_bHasVoiceHandshakeCompleted_SET(FPlayerMuteList* Ptr, bool Value) { Ptr->bHasVoiceHandshakeCompleted = Value; } DOTNET_EXPORT auto E_PROP_FPlayerMuteList_VoiceChannelIdx_GET(FPlayerMuteList* Ptr) { return Ptr->VoiceChannelIdx; } DOTNET_EXPORT void E_PROP_FPlayerMuteList_VoiceChannelIdx_SET(FPlayerMuteList* Ptr, int32 Value) { Ptr->VoiceChannelIdx = Value; } /* FPluginRedirect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPluginRedirect() { return (INT_PTR) new FPluginRedirect(); } DOTNET_EXPORT auto E_PROP_FPluginRedirect_NewPluginName_GET(FPluginRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewPluginName); } DOTNET_EXPORT void E_PROP_FPluginRedirect_NewPluginName_SET(FPluginRedirect* Ptr, char* Value) { Ptr->NewPluginName = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FPluginRedirect_OldPluginName_GET(FPluginRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->OldPluginName); } DOTNET_EXPORT void E_PROP_FPluginRedirect_OldPluginName_SET(FPluginRedirect* Ptr, char* Value) { Ptr->OldPluginName = ConvertFromManage_FString(Value); } /* FPointDamageEvent */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPointDamageEvent() { return (INT_PTR) new FPointDamageEvent(); } DOTNET_EXPORT auto E_PROP_FPointDamageEvent_ClassID_GET() { return FPointDamageEvent::ClassID; } DOTNET_EXPORT auto E_PROP_FPointDamageEvent_Damage_GET(FPointDamageEvent* Ptr) { return Ptr->Damage; } DOTNET_EXPORT void E_PROP_FPointDamageEvent_Damage_SET(FPointDamageEvent* Ptr, float Value) { Ptr->Damage = Value; } DOTNET_EXPORT auto E_PROP_FPointDamageEvent_HitInfo_GET(FPointDamageEvent* Ptr) { return (INT_PTR)&(Ptr->HitInfo); } DOTNET_EXPORT void E_PROP_FPointDamageEvent_HitInfo_SET(FPointDamageEvent* Ptr, INT_PTR Value) { Ptr->HitInfo = *(FHitResult*)Value; } DOTNET_EXPORT auto E_PROP_FPointDamageEvent_ShotDirection_GET(FPointDamageEvent* Ptr) { return (INT_PTR)&(Ptr->ShotDirection); } DOTNET_EXPORT void E_PROP_FPointDamageEvent_ShotDirection_SET(FPointDamageEvent* Ptr, INT_PTR Value) { Ptr->ShotDirection = *(FVector_NetQuantizeNormal*)Value; } /* FPooledCameraShakes */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPooledCameraShakes() { return (INT_PTR) new FPooledCameraShakes(); } /* FPostProcessSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPostProcessSettings() { return (INT_PTR) new FPostProcessSettings(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPostProcessSettings_FPostProcessSettings(INT_PTR _p0) { return (INT_PTR) new FPostProcessSettings(*(FPostProcessSettings*)_p0); } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientCubemapIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientCubemapIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientCubemapIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientCubemapIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientCubemapTint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->AmbientCubemapTint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientCubemapTint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->AmbientCubemapTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionBias_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionBias_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionDistance_DEPRECATED_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionDistance_DEPRECATED; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionDistance_DEPRECATED_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionDistance_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionFadeDistance_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionFadeDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionFadeDistance_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionFadeDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionFadeRadius_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionFadeRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionFadeRadius_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionFadeRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionMipBlend_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionMipBlend; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionMipBlend_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionMipBlend = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionMipScale_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionMipScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionMipScale_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionMipScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionMipThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionMipThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionMipThreshold_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionMipThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionPower_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionPower; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionPower_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionPower = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionQuality_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionQuality; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionQuality_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionQuality = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionRadius_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionRadius_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AmbientOcclusionStaticFraction_GET(FPostProcessSettings* Ptr) { return Ptr->AmbientOcclusionStaticFraction; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AmbientOcclusionStaticFraction_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AmbientOcclusionStaticFraction = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureBias_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureBias_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureCalibrationConstant_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureCalibrationConstant; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureCalibrationConstant_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureCalibrationConstant = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureHighPercent_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureHighPercent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureHighPercent_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureHighPercent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureLowPercent_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureLowPercent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureLowPercent_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureLowPercent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureMaxBrightness_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureMaxBrightness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureMaxBrightness_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureMaxBrightness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureMinBrightness_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureMinBrightness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureMinBrightness_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureMinBrightness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureSpeedDown_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureSpeedDown; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureSpeedDown_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureSpeedDown = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_AutoExposureSpeedUp_GET(FPostProcessSettings* Ptr) { return Ptr->AutoExposureSpeedUp; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_AutoExposureSpeedUp_SET(FPostProcessSettings* Ptr, float Value) { Ptr->AutoExposureSpeedUp = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom1Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom1Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom1Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom1Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom1Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom1Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom1Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom1Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom2Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom2Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom2Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom2Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom2Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom2Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom2Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom2Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom3Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom3Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom3Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom3Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom3Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom3Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom3Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom3Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom4Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom4Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom4Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom4Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom4Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom4Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom4Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom4Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom5Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom5Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom5Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom5Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom5Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom5Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom5Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom5Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom6Size_GET(FPostProcessSettings* Ptr) { return Ptr->Bloom6Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom6Size_SET(FPostProcessSettings* Ptr, float Value) { Ptr->Bloom6Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_Bloom6Tint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->Bloom6Tint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_Bloom6Tint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->Bloom6Tint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionBufferScale_GET(FPostProcessSettings* Ptr) { return Ptr->BloomConvolutionBufferScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionBufferScale_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomConvolutionBufferScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionCenterUV_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->BloomConvolutionCenterUV); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionCenterUV_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->BloomConvolutionCenterUV = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMax_GET(FPostProcessSettings* Ptr) { return Ptr->BloomConvolutionPreFilterMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMax_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomConvolutionPreFilterMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMin_GET(FPostProcessSettings* Ptr) { return Ptr->BloomConvolutionPreFilterMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMin_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomConvolutionPreFilterMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMult_GET(FPostProcessSettings* Ptr) { return Ptr->BloomConvolutionPreFilterMult; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionPreFilterMult_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomConvolutionPreFilterMult = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomConvolutionSize_GET(FPostProcessSettings* Ptr) { return Ptr->BloomConvolutionSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomConvolutionSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomConvolutionSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomDirtMaskIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->BloomDirtMaskIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomDirtMaskIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomDirtMaskIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomDirtMaskTint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->BloomDirtMaskTint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomDirtMaskTint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->BloomDirtMaskTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->BloomIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomSizeScale_GET(FPostProcessSettings* Ptr) { return Ptr->BloomSizeScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomSizeScale_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomSizeScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BloomThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->BloomThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BloomThreshold_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BloomThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_BlueCorrection_GET(FPostProcessSettings* Ptr) { return Ptr->BlueCorrection; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_BlueCorrection_SET(FPostProcessSettings* Ptr, float Value) { Ptr->BlueCorrection = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bMobileHQGaussian_GET(FPostProcessSettings* Ptr) { return Ptr->bMobileHQGaussian; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bMobileHQGaussian_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bMobileHQGaussian = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientCubemapIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientCubemapIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientCubemapIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientCubemapIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientCubemapTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientCubemapTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientCubemapTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientCubemapTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionBias_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionBias_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionDistance_DEPRECATED_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionDistance_DEPRECATED; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionDistance_DEPRECATED_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionDistance_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionFadeDistance_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionFadeDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionFadeDistance_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionFadeDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionFadeRadius_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionFadeRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionFadeRadius_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionFadeRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipBlend_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionMipBlend; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipBlend_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionMipBlend = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipScale_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionMipScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipScale_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionMipScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionMipThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionMipThreshold_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionMipThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionPower_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionPower; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionPower_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionPower = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionQuality_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionQuality; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionQuality_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionQuality = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionRadius_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionRadius_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionRadiusInWS_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionRadiusInWS; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionRadiusInWS_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionRadiusInWS = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionStaticFraction_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AmbientOcclusionStaticFraction; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AmbientOcclusionStaticFraction_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AmbientOcclusionStaticFraction = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureBias_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureBias_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureBiasCurve_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureBiasCurve; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureBiasCurve_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureBiasCurve = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureCalibrationConstant_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureCalibrationConstant; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureCalibrationConstant_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureCalibrationConstant = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureHighPercent_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureHighPercent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureHighPercent_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureHighPercent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureLowPercent_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureLowPercent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureLowPercent_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureLowPercent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureMaxBrightness_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureMaxBrightness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureMaxBrightness_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureMaxBrightness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureMethod_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureMethod; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureMethod_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureMethod = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureMinBrightness_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureMinBrightness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureMinBrightness_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureMinBrightness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureSpeedDown_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureSpeedDown; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureSpeedDown_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureSpeedDown = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_AutoExposureSpeedUp_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_AutoExposureSpeedUp; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_AutoExposureSpeedUp_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_AutoExposureSpeedUp = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom1Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom1Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom1Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom1Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom1Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom1Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom1Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom1Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom2Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom2Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom2Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom2Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom2Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom2Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom2Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom2Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom3Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom3Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom3Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom3Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom3Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom3Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom3Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom3Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom4Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom4Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom4Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom4Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom4Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom4Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom4Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom4Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom5Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom5Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom5Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom5Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom5Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom5Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom5Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom5Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom6Size_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom6Size; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom6Size_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom6Size = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_Bloom6Tint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_Bloom6Tint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_Bloom6Tint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_Bloom6Tint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionBufferScale_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionBufferScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionBufferScale_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionBufferScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionCenterUV_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionCenterUV; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionCenterUV_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionCenterUV = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilter_DEPRECATED_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionPreFilter_DEPRECATED; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilter_DEPRECATED_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionPreFilter_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMax_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionPreFilterMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMax_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionPreFilterMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMin_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionPreFilterMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMin_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionPreFilterMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMult_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionPreFilterMult; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionPreFilterMult_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionPreFilterMult = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomConvolutionTexture_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomConvolutionTexture; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomConvolutionTexture_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomConvolutionTexture = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomDirtMask_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomDirtMask; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomDirtMask_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomDirtMask = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomDirtMaskIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomDirtMaskIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomDirtMaskIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomDirtMaskIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomDirtMaskTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomDirtMaskTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomDirtMaskTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomDirtMaskTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomMethod_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomMethod; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomMethod_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomMethod = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomSizeScale_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomSizeScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomSizeScale_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomSizeScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BloomThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BloomThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BloomThreshold_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BloomThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_BlueCorrection_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_BlueCorrection; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_BlueCorrection_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_BlueCorrection = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_CameraISO_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_CameraISO; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_CameraISO_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_CameraISO = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_CameraShutterSpeed_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_CameraShutterSpeed; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_CameraShutterSpeed_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_CameraShutterSpeed = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ChromaticAberrationStartOffset_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ChromaticAberrationStartOffset; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ChromaticAberrationStartOffset_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ChromaticAberrationStartOffset = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorContrast_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorContrast; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorContrast_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorContrast = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorContrastHighlights_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorContrastHighlights; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorContrastHighlights_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorContrastHighlights = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorContrastMidtones_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorContrastMidtones; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorContrastMidtones_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorContrastMidtones = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorContrastShadows_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorContrastShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorContrastShadows_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorContrastShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorCorrectionHighlightsMin_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorCorrectionHighlightsMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorCorrectionHighlightsMin_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorCorrectionHighlightsMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorCorrectionShadowsMax_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorCorrectionShadowsMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorCorrectionShadowsMax_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorCorrectionShadowsMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGain_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGain; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGain_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGain = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGainHighlights_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGainHighlights; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGainHighlights_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGainHighlights = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGainMidtones_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGainMidtones; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGainMidtones_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGainMidtones = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGainShadows_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGainShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGainShadows_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGainShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGamma_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGamma; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGamma_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGamma = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGammaHighlights_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGammaHighlights; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGammaHighlights_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGammaHighlights = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGammaMidtones_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGammaMidtones; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGammaMidtones_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGammaMidtones = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGammaShadows_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGammaShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGammaShadows_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGammaShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGradingIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGradingIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGradingIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGradingIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorGradingLUT_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorGradingLUT; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorGradingLUT_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorGradingLUT = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorOffset_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorOffset; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorOffset_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorOffset = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorOffsetHighlights_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorOffsetHighlights; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorOffsetHighlights_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorOffsetHighlights = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorOffsetMidtones_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorOffsetMidtones; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorOffsetMidtones_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorOffsetMidtones = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorOffsetShadows_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorOffsetShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorOffsetShadows_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorOffsetShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorSaturation_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorSaturation; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorSaturation_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorSaturation = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorSaturationHighlights_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorSaturationHighlights; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorSaturationHighlights_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorSaturationHighlights = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorSaturationMidtones_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorSaturationMidtones; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorSaturationMidtones_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorSaturationMidtones = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ColorSaturationShadows_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ColorSaturationShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ColorSaturationShadows_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ColorSaturationShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldBladeCount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldBladeCount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldBladeCount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldBladeCount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldBokehShape_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldBokehShape; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldBokehShape_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldBokehShape = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldColorThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldColorThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldColorThreshold_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldColorThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldDepthBlurAmount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldDepthBlurAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldDepthBlurAmount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldDepthBlurAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldDepthBlurRadius_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldDepthBlurRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldDepthBlurRadius_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldDepthBlurRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFarBlurSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldFarBlurSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFarBlurSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldFarBlurSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFarTransitionRegion_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldFarTransitionRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFarTransitionRegion_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldFarTransitionRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFocalDistance_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldFocalDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFocalDistance_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldFocalDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFocalRegion_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldFocalRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFocalRegion_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldFocalRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFstop_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldFstop; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldFstop_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldFstop = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMaxBokehSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldMaxBokehSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMaxBokehSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldMaxBokehSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMethod_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldMethod; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMethod_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldMethod = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMinFstop_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldMinFstop; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldMinFstop_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldMinFstop = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldNearBlurSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldNearBlurSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldNearBlurSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldNearBlurSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldNearTransitionRegion_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldNearTransitionRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldNearTransitionRegion_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldNearTransitionRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldOcclusion_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldOcclusion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldOcclusion_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldOcclusion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldScale_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldScale_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSensorWidth_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldSensorWidth; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSensorWidth_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldSensorWidth = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSizeThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldSizeThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSizeThreshold_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldSizeThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSkyFocusDistance_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldSkyFocusDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldSkyFocusDistance_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldSkyFocusDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_DepthOfFieldVignetteSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_DepthOfFieldVignetteSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_DepthOfFieldVignetteSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_DepthOfFieldVignetteSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ExpandGamut_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ExpandGamut; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ExpandGamut_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ExpandGamut = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmBlackClip_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmBlackClip; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmBlackClip_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmBlackClip = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerBlue_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmChannelMixerBlue; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerBlue_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmChannelMixerBlue = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerGreen_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmChannelMixerGreen; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerGreen_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmChannelMixerGreen = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerRed_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmChannelMixerRed; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmChannelMixerRed_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmChannelMixerRed = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmContrast_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmContrast; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmContrast_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmContrast = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmDynamicRange_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmDynamicRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmDynamicRange_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmDynamicRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmHealAmount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmHealAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmHealAmount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmHealAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmSaturation_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmSaturation; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmSaturation_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmSaturation = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmShadowTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmShadowTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmShadowTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmShadowTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmShadowTintAmount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmShadowTintAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmShadowTintAmount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmShadowTintAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmShadowTintBlend_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmShadowTintBlend; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmShadowTintBlend_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmShadowTintBlend = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmShoulder_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmShoulder; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmShoulder_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmShoulder = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmSlope_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmSlope; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmSlope_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmSlope = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmToe_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmToe; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmToe_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmToe = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmToeAmount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmToeAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmToeAmount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmToeAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmWhiteClip_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmWhiteClip; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmWhiteClip_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmWhiteClip = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_FilmWhitePoint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_FilmWhitePoint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_FilmWhitePoint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_FilmWhitePoint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_GrainIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_GrainIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_GrainIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_GrainIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_GrainJitter_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_GrainJitter; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_GrainJitter_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_GrainJitter = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_HistogramLogMax_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_HistogramLogMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_HistogramLogMax_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_HistogramLogMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_HistogramLogMin_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_HistogramLogMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_HistogramLogMin_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_HistogramLogMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_IndirectLightingColor_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_IndirectLightingColor; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_IndirectLightingColor_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_IndirectLightingColor = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_IndirectLightingIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_IndirectLightingIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_IndirectLightingIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_IndirectLightingIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareBokehShape_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareBokehShape; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareBokehShape_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareBokehShape = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareBokehSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareBokehSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareBokehSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareBokehSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareThreshold_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LensFlareTints_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LensFlareTints; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LensFlareTints_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LensFlareTints = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVDiffuseOcclusionExponent_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVDiffuseOcclusionExponent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVDiffuseOcclusionExponent_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVDiffuseOcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVDiffuseOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVDiffuseOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVDiffuseOcclusionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVDiffuseOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionFadeRange_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVDirectionalOcclusionFadeRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionFadeRange_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVDirectionalOcclusionFadeRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVDirectionalOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVDirectionalOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionRadius_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVDirectionalOcclusionRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVDirectionalOcclusionRadius_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVDirectionalOcclusionRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVEmissiveInjectionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVEmissiveInjectionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVEmissiveInjectionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVEmissiveInjectionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVFadeRange_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVFadeRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVFadeRange_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVFadeRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVGeometryVolumeBias_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVGeometryVolumeBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVGeometryVolumeBias_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVGeometryVolumeBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVSecondaryBounceIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVSecondaryBounceIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVSecondaryBounceIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVSecondaryBounceIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVSecondaryOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVSecondaryOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVSecondaryOcclusionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVSecondaryOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVSpecularOcclusionExponent_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVSpecularOcclusionExponent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVSpecularOcclusionExponent_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVSpecularOcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVSpecularOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVSpecularOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVSpecularOcclusionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVSpecularOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_LPVVplInjectionBias_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_LPVVplInjectionBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_LPVVplInjectionBias_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_LPVVplInjectionBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_MobileHQGaussian_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_MobileHQGaussian; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_MobileHQGaussian_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_MobileHQGaussian = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_MotionBlurAmount_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_MotionBlurAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_MotionBlurAmount_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_MotionBlurAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_MotionBlurMax_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_MotionBlurMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_MotionBlurMax_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_MotionBlurMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_MotionBlurPerObjectSize_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_MotionBlurPerObjectSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_MotionBlurPerObjectSize_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_MotionBlurPerObjectSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_SceneColorTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_SceneColorTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_SceneColorTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_SceneColorTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_SceneFringeIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_SceneFringeIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_SceneFringeIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_SceneFringeIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ScreenPercentage_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ScreenPercentage; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ScreenPercentage_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ScreenPercentage = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ScreenSpaceReflectionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ScreenSpaceReflectionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionMaxRoughness_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ScreenSpaceReflectionMaxRoughness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionMaxRoughness_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ScreenSpaceReflectionMaxRoughness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionQuality_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ScreenSpaceReflectionQuality; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionQuality_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ScreenSpaceReflectionQuality = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionRoughnessScale_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_ScreenSpaceReflectionRoughnessScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_ScreenSpaceReflectionRoughnessScale_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_ScreenSpaceReflectionRoughnessScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_VignetteIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_VignetteIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_VignetteIntensity_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_VignetteIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_WhiteTemp_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_WhiteTemp; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_WhiteTemp_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_WhiteTemp = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_bOverride_WhiteTint_GET(FPostProcessSettings* Ptr) { return Ptr->bOverride_WhiteTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_bOverride_WhiteTint_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->bOverride_WhiteTint = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_CameraISO_GET(FPostProcessSettings* Ptr) { return Ptr->CameraISO; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_CameraISO_SET(FPostProcessSettings* Ptr, float Value) { Ptr->CameraISO = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_CameraShutterSpeed_GET(FPostProcessSettings* Ptr) { return Ptr->CameraShutterSpeed; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_CameraShutterSpeed_SET(FPostProcessSettings* Ptr, float Value) { Ptr->CameraShutterSpeed = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ChromaticAberrationStartOffset_GET(FPostProcessSettings* Ptr) { return Ptr->ChromaticAberrationStartOffset; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ChromaticAberrationStartOffset_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ChromaticAberrationStartOffset = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorContrast_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorContrast); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorContrast_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorContrast = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorContrastHighlights_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorContrastHighlights); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorContrastHighlights_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorContrastHighlights = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorContrastMidtones_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorContrastMidtones); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorContrastMidtones_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorContrastMidtones = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorContrastShadows_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorContrastShadows); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorContrastShadows_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorContrastShadows = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorCorrectionHighlightsMin_GET(FPostProcessSettings* Ptr) { return Ptr->ColorCorrectionHighlightsMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorCorrectionHighlightsMin_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ColorCorrectionHighlightsMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorCorrectionShadowsMax_GET(FPostProcessSettings* Ptr) { return Ptr->ColorCorrectionShadowsMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorCorrectionShadowsMax_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ColorCorrectionShadowsMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGain_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGain); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGain_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGain = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGainHighlights_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGainHighlights); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGainHighlights_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGainHighlights = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGainMidtones_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGainMidtones); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGainMidtones_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGainMidtones = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGainShadows_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGainShadows); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGainShadows_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGainShadows = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGamma_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGamma); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGamma_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGamma = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGammaHighlights_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGammaHighlights); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGammaHighlights_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGammaHighlights = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGammaMidtones_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGammaMidtones); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGammaMidtones_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGammaMidtones = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGammaShadows_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorGammaShadows); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGammaShadows_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorGammaShadows = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorGradingIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->ColorGradingIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorGradingIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ColorGradingIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorOffset_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorOffset); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorOffset_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorOffset = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorOffsetHighlights_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorOffsetHighlights); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorOffsetHighlights_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorOffsetHighlights = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorOffsetMidtones_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorOffsetMidtones); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorOffsetMidtones_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorOffsetMidtones = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorOffsetShadows_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorOffsetShadows); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorOffsetShadows_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorOffsetShadows = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorSaturation_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorSaturation); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorSaturation_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorSaturation = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorSaturationHighlights_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorSaturationHighlights); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorSaturationHighlights_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorSaturationHighlights = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorSaturationMidtones_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorSaturationMidtones); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorSaturationMidtones_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorSaturationMidtones = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ColorSaturationShadows_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->ColorSaturationShadows); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ColorSaturationShadows_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->ColorSaturationShadows = *(FVector4*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldBladeCount_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldBladeCount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldBladeCount_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->DepthOfFieldBladeCount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldColorThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldColorThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldColorThreshold_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldColorThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldDepthBlurAmount_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldDepthBlurAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldDepthBlurAmount_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldDepthBlurAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldDepthBlurRadius_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldDepthBlurRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldDepthBlurRadius_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldDepthBlurRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldFarBlurSize_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldFarBlurSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldFarBlurSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldFarBlurSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldFarTransitionRegion_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldFarTransitionRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldFarTransitionRegion_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldFarTransitionRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldFocalDistance_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldFocalDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldFocalDistance_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldFocalDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldFocalRegion_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldFocalRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldFocalRegion_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldFocalRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldFstop_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldFstop; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldFstop_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldFstop = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldMaxBokehSize_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldMaxBokehSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldMaxBokehSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldMaxBokehSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldMinFstop_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldMinFstop; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldMinFstop_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldMinFstop = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldNearBlurSize_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldNearBlurSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldNearBlurSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldNearBlurSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldNearTransitionRegion_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldNearTransitionRegion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldNearTransitionRegion_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldNearTransitionRegion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldOcclusion_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldOcclusion; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldOcclusion_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldOcclusion = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldScale_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldScale; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldScale_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldScale = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldSensorWidth_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldSensorWidth; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldSensorWidth_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldSensorWidth = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldSizeThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldSizeThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldSizeThreshold_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldSizeThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldSkyFocusDistance_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldSkyFocusDistance; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldSkyFocusDistance_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldSkyFocusDistance = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_DepthOfFieldVignetteSize_GET(FPostProcessSettings* Ptr) { return Ptr->DepthOfFieldVignetteSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_DepthOfFieldVignetteSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->DepthOfFieldVignetteSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ExpandGamut_GET(FPostProcessSettings* Ptr) { return Ptr->ExpandGamut; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ExpandGamut_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ExpandGamut = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmBlackClip_GET(FPostProcessSettings* Ptr) { return Ptr->FilmBlackClip; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmBlackClip_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmBlackClip = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmChannelMixerBlue_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->FilmChannelMixerBlue); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmChannelMixerBlue_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->FilmChannelMixerBlue = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmChannelMixerGreen_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->FilmChannelMixerGreen); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmChannelMixerGreen_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->FilmChannelMixerGreen = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmChannelMixerRed_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->FilmChannelMixerRed); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmChannelMixerRed_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->FilmChannelMixerRed = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmContrast_GET(FPostProcessSettings* Ptr) { return Ptr->FilmContrast; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmContrast_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmContrast = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmDynamicRange_GET(FPostProcessSettings* Ptr) { return Ptr->FilmDynamicRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmDynamicRange_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmDynamicRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmHealAmount_GET(FPostProcessSettings* Ptr) { return Ptr->FilmHealAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmHealAmount_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmHealAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmSaturation_GET(FPostProcessSettings* Ptr) { return Ptr->FilmSaturation; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmSaturation_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmSaturation = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmShadowTint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->FilmShadowTint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmShadowTint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->FilmShadowTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmShadowTintAmount_GET(FPostProcessSettings* Ptr) { return Ptr->FilmShadowTintAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmShadowTintAmount_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmShadowTintAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmShadowTintBlend_GET(FPostProcessSettings* Ptr) { return Ptr->FilmShadowTintBlend; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmShadowTintBlend_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmShadowTintBlend = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmShoulder_GET(FPostProcessSettings* Ptr) { return Ptr->FilmShoulder; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmShoulder_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmShoulder = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmSlope_GET(FPostProcessSettings* Ptr) { return Ptr->FilmSlope; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmSlope_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmSlope = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmToe_GET(FPostProcessSettings* Ptr) { return Ptr->FilmToe; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmToe_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmToe = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmToeAmount_GET(FPostProcessSettings* Ptr) { return Ptr->FilmToeAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmToeAmount_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmToeAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmWhiteClip_GET(FPostProcessSettings* Ptr) { return Ptr->FilmWhiteClip; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmWhiteClip_SET(FPostProcessSettings* Ptr, float Value) { Ptr->FilmWhiteClip = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_FilmWhitePoint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->FilmWhitePoint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_FilmWhitePoint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->FilmWhitePoint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_GrainIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->GrainIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_GrainIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->GrainIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_GrainJitter_GET(FPostProcessSettings* Ptr) { return Ptr->GrainJitter; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_GrainJitter_SET(FPostProcessSettings* Ptr, float Value) { Ptr->GrainJitter = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_HistogramLogMax_GET(FPostProcessSettings* Ptr) { return Ptr->HistogramLogMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_HistogramLogMax_SET(FPostProcessSettings* Ptr, float Value) { Ptr->HistogramLogMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_HistogramLogMin_GET(FPostProcessSettings* Ptr) { return Ptr->HistogramLogMin; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_HistogramLogMin_SET(FPostProcessSettings* Ptr, float Value) { Ptr->HistogramLogMin = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_IndirectLightingColor_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->IndirectLightingColor); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_IndirectLightingColor_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->IndirectLightingColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_IndirectLightingIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->IndirectLightingIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_IndirectLightingIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->IndirectLightingIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LensFlareBokehSize_GET(FPostProcessSettings* Ptr) { return Ptr->LensFlareBokehSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LensFlareBokehSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LensFlareBokehSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LensFlareIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LensFlareIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LensFlareIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LensFlareIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LensFlareThreshold_GET(FPostProcessSettings* Ptr) { return Ptr->LensFlareThreshold; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LensFlareThreshold_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LensFlareThreshold = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LensFlareTint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->LensFlareTint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LensFlareTint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->LensFlareTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVDiffuseOcclusionExponent_GET(FPostProcessSettings* Ptr) { return Ptr->LPVDiffuseOcclusionExponent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVDiffuseOcclusionExponent_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVDiffuseOcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVDiffuseOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVDiffuseOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVDiffuseOcclusionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVDiffuseOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVDirectionalOcclusionFadeRange_GET(FPostProcessSettings* Ptr) { return Ptr->LPVDirectionalOcclusionFadeRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVDirectionalOcclusionFadeRange_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVDirectionalOcclusionFadeRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVDirectionalOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVDirectionalOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVDirectionalOcclusionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVDirectionalOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVDirectionalOcclusionRadius_GET(FPostProcessSettings* Ptr) { return Ptr->LPVDirectionalOcclusionRadius; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVDirectionalOcclusionRadius_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVDirectionalOcclusionRadius = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVEmissiveInjectionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVEmissiveInjectionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVEmissiveInjectionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVEmissiveInjectionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVFadeRange_GET(FPostProcessSettings* Ptr) { return Ptr->LPVFadeRange; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVFadeRange_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVFadeRange = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVGeometryVolumeBias_GET(FPostProcessSettings* Ptr) { return Ptr->LPVGeometryVolumeBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVGeometryVolumeBias_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVGeometryVolumeBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVSecondaryBounceIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVSecondaryBounceIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVSecondaryBounceIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVSecondaryBounceIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVSecondaryOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVSecondaryOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVSecondaryOcclusionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVSecondaryOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVSize_GET(FPostProcessSettings* Ptr) { return Ptr->LPVSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVSpecularOcclusionExponent_GET(FPostProcessSettings* Ptr) { return Ptr->LPVSpecularOcclusionExponent; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVSpecularOcclusionExponent_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVSpecularOcclusionExponent = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVSpecularOcclusionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->LPVSpecularOcclusionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVSpecularOcclusionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVSpecularOcclusionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_LPVVplInjectionBias_GET(FPostProcessSettings* Ptr) { return Ptr->LPVVplInjectionBias; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_LPVVplInjectionBias_SET(FPostProcessSettings* Ptr, float Value) { Ptr->LPVVplInjectionBias = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_MotionBlurAmount_GET(FPostProcessSettings* Ptr) { return Ptr->MotionBlurAmount; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_MotionBlurAmount_SET(FPostProcessSettings* Ptr, float Value) { Ptr->MotionBlurAmount = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_MotionBlurMax_GET(FPostProcessSettings* Ptr) { return Ptr->MotionBlurMax; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_MotionBlurMax_SET(FPostProcessSettings* Ptr, float Value) { Ptr->MotionBlurMax = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_MotionBlurPerObjectSize_GET(FPostProcessSettings* Ptr) { return Ptr->MotionBlurPerObjectSize; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_MotionBlurPerObjectSize_SET(FPostProcessSettings* Ptr, float Value) { Ptr->MotionBlurPerObjectSize = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_PathTracingMaxBounces_GET(FPostProcessSettings* Ptr) { return Ptr->PathTracingMaxBounces; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_PathTracingMaxBounces_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->PathTracingMaxBounces = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_PathTracingSamplesPerPixel_GET(FPostProcessSettings* Ptr) { return Ptr->PathTracingSamplesPerPixel; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_PathTracingSamplesPerPixel_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->PathTracingSamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingAOSamplesPerPixel_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingAOSamplesPerPixel; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingAOSamplesPerPixel_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingAOSamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingGIMaxBounces_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingGIMaxBounces; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingGIMaxBounces_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingGIMaxBounces = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingGISamplesPerPixel_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingGISamplesPerPixel; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingGISamplesPerPixel_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingGISamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingReflectionsMaxBounces_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingReflectionsMaxBounces; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingReflectionsMaxBounces_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingReflectionsMaxBounces = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingReflectionsMaxRoughness_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingReflectionsMaxRoughness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingReflectionsMaxRoughness_SET(FPostProcessSettings* Ptr, float Value) { Ptr->RayTracingReflectionsMaxRoughness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingReflectionsSamplesPerPixel_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingReflectionsSamplesPerPixel; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingReflectionsSamplesPerPixel_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingReflectionsSamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingReflectionsShadows_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingReflectionsShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingReflectionsShadows_SET(FPostProcessSettings* Ptr, EReflectedAndRefractedRayTracedShadows Value) { Ptr->RayTracingReflectionsShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingTranslucencyMaxRoughness_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingTranslucencyMaxRoughness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingTranslucencyMaxRoughness_SET(FPostProcessSettings* Ptr, float Value) { Ptr->RayTracingTranslucencyMaxRoughness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingTranslucencyRefraction_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingTranslucencyRefraction; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingTranslucencyRefraction_SET(FPostProcessSettings* Ptr, uint8 Value) { Ptr->RayTracingTranslucencyRefraction = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingTranslucencyRefractionRays_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingTranslucencyRefractionRays; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingTranslucencyRefractionRays_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingTranslucencyRefractionRays = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingTranslucencySamplesPerPixel_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingTranslucencySamplesPerPixel; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingTranslucencySamplesPerPixel_SET(FPostProcessSettings* Ptr, int32 Value) { Ptr->RayTracingTranslucencySamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_RayTracingTranslucencyShadows_GET(FPostProcessSettings* Ptr) { return Ptr->RayTracingTranslucencyShadows; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_RayTracingTranslucencyShadows_SET(FPostProcessSettings* Ptr, EReflectedAndRefractedRayTracedShadows Value) { Ptr->RayTracingTranslucencyShadows = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ReflectionsType_GET(FPostProcessSettings* Ptr) { return Ptr->ReflectionsType; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ReflectionsType_SET(FPostProcessSettings* Ptr, EReflectionsType Value) { Ptr->ReflectionsType = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_SceneColorTint_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->SceneColorTint); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_SceneColorTint_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->SceneColorTint = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_SceneFringeIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->SceneFringeIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_SceneFringeIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->SceneFringeIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ScreenPercentage_GET(FPostProcessSettings* Ptr) { return Ptr->ScreenPercentage; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ScreenPercentage_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ScreenPercentage = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ScreenSpaceReflectionIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->ScreenSpaceReflectionIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ScreenSpaceReflectionIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ScreenSpaceReflectionIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ScreenSpaceReflectionMaxRoughness_GET(FPostProcessSettings* Ptr) { return Ptr->ScreenSpaceReflectionMaxRoughness; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ScreenSpaceReflectionMaxRoughness_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ScreenSpaceReflectionMaxRoughness = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_ScreenSpaceReflectionQuality_GET(FPostProcessSettings* Ptr) { return Ptr->ScreenSpaceReflectionQuality; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_ScreenSpaceReflectionQuality_SET(FPostProcessSettings* Ptr, float Value) { Ptr->ScreenSpaceReflectionQuality = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_TranslucencyType_GET(FPostProcessSettings* Ptr) { return Ptr->TranslucencyType; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_TranslucencyType_SET(FPostProcessSettings* Ptr, ETranslucencyType Value) { Ptr->TranslucencyType = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_VignetteIntensity_GET(FPostProcessSettings* Ptr) { return Ptr->VignetteIntensity; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_VignetteIntensity_SET(FPostProcessSettings* Ptr, float Value) { Ptr->VignetteIntensity = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_WeightedBlendables_GET(FPostProcessSettings* Ptr) { return (INT_PTR)&(Ptr->WeightedBlendables); } DOTNET_EXPORT void E_PROP_FPostProcessSettings_WeightedBlendables_SET(FPostProcessSettings* Ptr, INT_PTR Value) { Ptr->WeightedBlendables = *(FWeightedBlendables*)Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_WhiteTemp_GET(FPostProcessSettings* Ptr) { return Ptr->WhiteTemp; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_WhiteTemp_SET(FPostProcessSettings* Ptr, float Value) { Ptr->WhiteTemp = Value; } DOTNET_EXPORT auto E_PROP_FPostProcessSettings_WhiteTint_GET(FPostProcessSettings* Ptr) { return Ptr->WhiteTint; } DOTNET_EXPORT void E_PROP_FPostProcessSettings_WhiteTint_SET(FPostProcessSettings* Ptr, float Value) { Ptr->WhiteTint = Value; } DOTNET_EXPORT auto E_FPostProcessSettings_SetBaseValues(FPostProcessSettings* Self) { Self->SetBaseValues(); } /* FPOV */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPOV() { return (INT_PTR) new FPOV(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPOV_FVector_FRotator_float(INT_PTR InLocation, INT_PTR InRotation, float InFOV) { return (INT_PTR) new FPOV(*(FVector*)InLocation, *(FRotator*)InRotation, InFOV); } DOTNET_EXPORT auto E_PROP_FPOV_FOV_GET(FPOV* Ptr) { return Ptr->FOV; } DOTNET_EXPORT void E_PROP_FPOV_FOV_SET(FPOV* Ptr, float Value) { Ptr->FOV = Value; } DOTNET_EXPORT auto E_PROP_FPOV_Location_GET(FPOV* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FPOV_Location_SET(FPOV* Ptr, INT_PTR Value) { Ptr->Location = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FPOV_Rotation_GET(FPOV* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FPOV_Rotation_SET(FPOV* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } /* FPreCulledStaticMeshSection */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPreCulledStaticMeshSection() { return (INT_PTR) new FPreCulledStaticMeshSection(); } /* FPrimitiveMaterialRef */ DOTNET_EXPORT INT_PTR E_CreateStruct_FPrimitiveMaterialRef() { return (INT_PTR) new FPrimitiveMaterialRef(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPrimitiveMaterialRef_UPrimitiveComponent_int32(UPrimitiveComponent* InPrimitive, int32 InElementIndex) { return (INT_PTR) new FPrimitiveMaterialRef(InPrimitive, InElementIndex); } DOTNET_EXPORT INT_PTR E_CreateStruct_FPrimitiveMaterialRef_UDecalComponent_int32(UDecalComponent* InDecal, int32 InElementIndex) { return (INT_PTR) new FPrimitiveMaterialRef(InDecal, InElementIndex); } DOTNET_EXPORT auto E_PROP_FPrimitiveMaterialRef_Decal_GET(FPrimitiveMaterialRef* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Decal); } DOTNET_EXPORT void E_PROP_FPrimitiveMaterialRef_Decal_SET(FPrimitiveMaterialRef* Ptr, UDecalComponent* Value) { Ptr->Decal = Value; } DOTNET_EXPORT auto E_PROP_FPrimitiveMaterialRef_ElementIndex_GET(FPrimitiveMaterialRef* Ptr) { return Ptr->ElementIndex; } DOTNET_EXPORT void E_PROP_FPrimitiveMaterialRef_ElementIndex_SET(FPrimitiveMaterialRef* Ptr, int32 Value) { Ptr->ElementIndex = Value; } DOTNET_EXPORT auto E_PROP_FPrimitiveMaterialRef_Primitive_GET(FPrimitiveMaterialRef* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Primitive); } DOTNET_EXPORT void E_PROP_FPrimitiveMaterialRef_Primitive_SET(FPrimitiveMaterialRef* Ptr, UPrimitiveComponent* Value) { Ptr->Primitive = Value; } /* FQuat */ DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat() { return (INT_PTR) new FQuat(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat_float_float_float_float(float InX, float InY, float InZ, float InW) { return (INT_PTR) new FQuat(InX, InY, InZ, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat_FQuat(INT_PTR Q) { return (INT_PTR) new FQuat(*(FQuat*)Q); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat_FMatrix(INT_PTR M) { return (INT_PTR) new FQuat(*(FMatrix*)M); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat_FRotator(INT_PTR R) { return (INT_PTR) new FQuat(*(FRotator*)R); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat_FVector_float(INT_PTR Axis, float AngleRad) { return (INT_PTR) new FQuat(*(FVector*)Axis, AngleRad); } DOTNET_EXPORT auto E_PROP_FQuat_Identity_GET() { return (INT_PTR)&(FQuat::Identity); } DOTNET_EXPORT auto E_PROP_FQuat_W_GET(FQuat* Ptr) { return Ptr->W; } DOTNET_EXPORT void E_PROP_FQuat_W_SET(FQuat* Ptr, float Value) { Ptr->W = Value; } DOTNET_EXPORT auto E_PROP_FQuat_X_GET(FQuat* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FQuat_X_SET(FQuat* Ptr, float Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FQuat_Y_GET(FQuat* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FQuat_Y_SET(FQuat* Ptr, float Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FQuat_Z_GET(FQuat* Ptr) { return Ptr->Z; } DOTNET_EXPORT void E_PROP_FQuat_Z_SET(FQuat* Ptr, float Value) { Ptr->Z = Value; } DOTNET_EXPORT auto E_FQuat_AngularDistance(FQuat* Self, INT_PTR Q) { auto& _p0 = *(FQuat*)Q; return Self->AngularDistance(_p0); } DOTNET_EXPORT auto E_FQuat_CalcTangents(FQuat* Self, INT_PTR PrevP, INT_PTR P, INT_PTR NextP, float Tension, INT_PTR OutTan) { auto& _p0 = *(FQuat*)PrevP; auto& _p1 = *(FQuat*)P; auto& _p2 = *(FQuat*)NextP; auto _p3 = Tension; auto& _p4 = *(FQuat*)OutTan; Self->CalcTangents(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_FQuat_ContainsNaN(FQuat* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FQuat_DiagnosticCheckNaN(FQuat* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FQuat_EnforceShortestArcWith(FQuat* Self, INT_PTR OtherQuat) { auto& _p0 = *(FQuat*)OtherQuat; Self->EnforceShortestArcWith(_p0); } DOTNET_EXPORT auto E_FQuat_Equals(FQuat* Self, INT_PTR Q, float Tolerance) { auto& _p0 = *(FQuat*)Q; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FQuat_Error(FQuat* Self, INT_PTR Q1, INT_PTR Q2) { auto& _p0 = *(FQuat*)Q1; auto& _p1 = *(FQuat*)Q2; return Self->Error(_p0, _p1); } DOTNET_EXPORT auto E_FQuat_ErrorAutoNormalize(FQuat* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FQuat*)A; auto& _p1 = *(FQuat*)B; return Self->ErrorAutoNormalize(_p0, _p1); } DOTNET_EXPORT auto E_FQuat_Euler(FQuat* Self) { return (INT_PTR) new FVector(Self->Euler()); } DOTNET_EXPORT auto E_FQuat_Exp(FQuat* Self) { return (INT_PTR) new FQuat(Self->Exp()); } DOTNET_EXPORT auto E_FQuat_FastBilerp(FQuat* Self, INT_PTR P00, INT_PTR P10, INT_PTR P01, INT_PTR P11, float FracX, float FracY) { auto& _p0 = *(FQuat*)P00; auto& _p1 = *(FQuat*)P10; auto& _p2 = *(FQuat*)P01; auto& _p3 = *(FQuat*)P11; auto _p4 = FracX; auto _p5 = FracY; return (INT_PTR) new FQuat(Self->FastBilerp(_p0, _p1, _p2, _p3, _p4, _p5)); } DOTNET_EXPORT auto E_FQuat_FastLerp(FQuat* Self, INT_PTR A, INT_PTR B, float Alpha) { auto& _p0 = *(FQuat*)A; auto& _p1 = *(FQuat*)B; auto _p2 = Alpha; return (INT_PTR) new FQuat(Self->FastLerp(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FQuat_FindBetween(FQuat* Self, INT_PTR Vector1, INT_PTR Vector2) { auto& _p0 = *(FVector*)Vector1; auto& _p1 = *(FVector*)Vector2; return (INT_PTR) new FQuat(Self->FindBetween(_p0, _p1)); } DOTNET_EXPORT auto E_FQuat_FindBetweenNormals(FQuat* Self, INT_PTR Normal1, INT_PTR Normal2) { auto& _p0 = *(FVector*)Normal1; auto& _p1 = *(FVector*)Normal2; return (INT_PTR) new FQuat(Self->FindBetweenNormals(_p0, _p1)); } DOTNET_EXPORT auto E_FQuat_FindBetweenVectors(FQuat* Self, INT_PTR Vector1, INT_PTR Vector2) { auto& _p0 = *(FVector*)Vector1; auto& _p1 = *(FVector*)Vector2; return (INT_PTR) new FQuat(Self->FindBetweenVectors(_p0, _p1)); } DOTNET_EXPORT auto E_FQuat_GetAngle(FQuat* Self) { return Self->GetAngle(); } DOTNET_EXPORT auto E_FQuat_GetAxisX(FQuat* Self) { return (INT_PTR) new FVector(Self->GetAxisX()); } DOTNET_EXPORT auto E_FQuat_GetAxisY(FQuat* Self) { return (INT_PTR) new FVector(Self->GetAxisY()); } DOTNET_EXPORT auto E_FQuat_GetAxisZ(FQuat* Self) { return (INT_PTR) new FVector(Self->GetAxisZ()); } DOTNET_EXPORT auto E_FQuat_GetForwardVector(FQuat* Self) { return (INT_PTR) new FVector(Self->GetForwardVector()); } DOTNET_EXPORT auto E_FQuat_GetNormalized(FQuat* Self, float Tolerance) { auto _p0 = Tolerance; return (INT_PTR) new FQuat(Self->GetNormalized(_p0)); } DOTNET_EXPORT auto E_FQuat_GetRightVector(FQuat* Self) { return (INT_PTR) new FVector(Self->GetRightVector()); } DOTNET_EXPORT auto E_FQuat_GetRotationAxis(FQuat* Self) { return (INT_PTR) new FVector(Self->GetRotationAxis()); } DOTNET_EXPORT auto E_FQuat_GetUpVector(FQuat* Self) { return (INT_PTR) new FVector(Self->GetUpVector()); } DOTNET_EXPORT auto E_FQuat_InitFromString(FQuat* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FQuat_Inverse(FQuat* Self) { return (INT_PTR) new FQuat(Self->Inverse()); } DOTNET_EXPORT auto E_FQuat_IsIdentity(FQuat* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsIdentity(_p0); } DOTNET_EXPORT auto E_FQuat_IsNormalized(FQuat* Self) { return Self->IsNormalized(); } DOTNET_EXPORT auto E_FQuat_Log(FQuat* Self) { return (INT_PTR) new FQuat(Self->Log()); } DOTNET_EXPORT auto E_FQuat_MakeFromEuler(FQuat* Self, INT_PTR Euler) { auto& _p0 = *(FVector*)Euler; return (INT_PTR) new FQuat(Self->MakeFromEuler(_p0)); } DOTNET_EXPORT auto E_FQuat_Normalize(FQuat* Self, float Tolerance) { auto _p0 = Tolerance; Self->Normalize(_p0); } DOTNET_EXPORT auto E_FQuat_RotateVector(FQuat* Self, INT_PTR V) { auto _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->RotateVector(_p0)); } DOTNET_EXPORT auto E_FQuat_Rotator(FQuat* Self) { return (INT_PTR) new FRotator(Self->Rotator()); } DOTNET_EXPORT auto E_FQuat_Size(FQuat* Self) { return Self->Size(); } DOTNET_EXPORT auto E_FQuat_SizeSquared(FQuat* Self) { return Self->SizeSquared(); } DOTNET_EXPORT auto E_FQuat_Slerp(FQuat* Self, INT_PTR Quat1, INT_PTR Quat2, float Slerp) { auto& _p0 = *(FQuat*)Quat1; auto& _p1 = *(FQuat*)Quat2; auto _p2 = Slerp; return (INT_PTR) new FQuat(Self->Slerp(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FQuat_Slerp_NotNormalized(FQuat* Self, INT_PTR Quat1, INT_PTR Quat2, float Slerp) { auto& _p0 = *(FQuat*)Quat1; auto& _p1 = *(FQuat*)Quat2; auto _p2 = Slerp; return (INT_PTR) new FQuat(Self->Slerp_NotNormalized(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FQuat_SlerpFullPath(FQuat* Self, INT_PTR quat1, INT_PTR quat2, float Alpha) { auto& _p0 = *(FQuat*)quat1; auto& _p1 = *(FQuat*)quat2; auto _p2 = Alpha; return (INT_PTR) new FQuat(Self->SlerpFullPath(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FQuat_SlerpFullPath_NotNormalized(FQuat* Self, INT_PTR quat1, INT_PTR quat2, float Alpha) { auto& _p0 = *(FQuat*)quat1; auto& _p1 = *(FQuat*)quat2; auto _p2 = Alpha; return (INT_PTR) new FQuat(Self->SlerpFullPath_NotNormalized(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FQuat_Squad(FQuat* Self, INT_PTR quat1, INT_PTR tang1, INT_PTR quat2, INT_PTR tang2, float Alpha) { auto& _p0 = *(FQuat*)quat1; auto& _p1 = *(FQuat*)tang1; auto& _p2 = *(FQuat*)quat2; auto& _p3 = *(FQuat*)tang2; auto _p4 = Alpha; return (INT_PTR) new FQuat(Self->Squad(_p0, _p1, _p2, _p3, _p4)); } DOTNET_EXPORT auto E_FQuat_SquadFullPath(FQuat* Self, INT_PTR quat1, INT_PTR tang1, INT_PTR quat2, INT_PTR tang2, float Alpha) { auto& _p0 = *(FQuat*)quat1; auto& _p1 = *(FQuat*)tang1; auto& _p2 = *(FQuat*)quat2; auto& _p3 = *(FQuat*)tang2; auto _p4 = Alpha; return (INT_PTR) new FQuat(Self->SquadFullPath(_p0, _p1, _p2, _p3, _p4)); } DOTNET_EXPORT auto E_FQuat_ToAxisAndAngle(FQuat* Self, INT_PTR Axis, float Angle) { auto& _p0 = *(FVector*)Axis; auto& _p1 = Angle; Self->ToAxisAndAngle(_p0, _p1); } DOTNET_EXPORT auto E_FQuat_ToString(FQuat* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FQuat_ToSwingTwist(FQuat* Self, INT_PTR InTwistAxis, INT_PTR OutSwing, INT_PTR OutTwist) { auto& _p0 = *(FVector*)InTwistAxis; auto& _p1 = *(FQuat*)OutSwing; auto& _p2 = *(FQuat*)OutTwist; Self->ToSwingTwist(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FQuat_UnrotateVector(FQuat* Self, INT_PTR V) { auto _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->UnrotateVector(_p0)); } DOTNET_EXPORT auto E_FQuat_Vector(FQuat* Self) { return (INT_PTR) new FVector(Self->Vector()); } /* FQuat2D */ DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat2D() { return (INT_PTR) new FQuat2D(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat2D_float(float RotRadians) { return (INT_PTR) new FQuat2D(RotRadians); } DOTNET_EXPORT INT_PTR E_CreateStruct_FQuat2D_FVector2D(INT_PTR InRot) { return (INT_PTR) new FQuat2D(*(FVector2D*)InRot); } DOTNET_EXPORT auto E_FQuat2D_Concatenate(FQuat2D* Self, INT_PTR RHS) { auto& _p0 = *(FQuat2D*)RHS; return (INT_PTR) new FQuat2D(Self->Concatenate(_p0)); } DOTNET_EXPORT auto E_FQuat2D_GetVector(FQuat2D* Self) { return (INT_PTR) const_cast<FVector2D*>(&(Self->GetVector())); } DOTNET_EXPORT auto E_FQuat2D_Inverse(FQuat2D* Self) { return (INT_PTR) new FQuat2D(Self->Inverse()); } DOTNET_EXPORT auto E_FQuat2D_TransformPoint(FQuat2D* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return (INT_PTR) new FVector2D(Self->TransformPoint(_p0)); } DOTNET_EXPORT auto E_FQuat2D_TransformVector(FQuat2D* Self, INT_PTR Vector) { auto& _p0 = *(FVector2D*)Vector; return (INT_PTR) new FVector2D(Self->TransformVector(_p0)); } /* FQuatRotationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FQuatRotationMatrix_FQuat(INT_PTR Q) { return (INT_PTR) new FQuatRotationMatrix(*(FQuat*)Q); } DOTNET_EXPORT auto E_FQuatRotationMatrix_Make(FQuatRotationMatrix* Self, INT_PTR Q) { auto& _p0 = *(FQuat*)Q; return (INT_PTR) new FMatrix(Self->Make(_p0)); } /* FQuatRotationTranslationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FQuatRotationTranslationMatrix_FQuat_FVector(INT_PTR Q, INT_PTR Origin) { return (INT_PTR) new FQuatRotationTranslationMatrix(*(FQuat*)Q, *(FVector*)Origin); } DOTNET_EXPORT auto E_FQuatRotationTranslationMatrix_Make(FQuatRotationTranslationMatrix* Self, INT_PTR Q, INT_PTR Origin) { auto& _p0 = *(FQuat*)Q; auto& _p1 = *(FVector*)Origin; return (INT_PTR) new FMatrix(Self->Make(_p0, _p1)); } /* FRadialDamageEvent */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRadialDamageEvent() { return (INT_PTR) new FRadialDamageEvent(); } DOTNET_EXPORT auto E_PROP_FRadialDamageEvent_ClassID_GET() { return FRadialDamageEvent::ClassID; } DOTNET_EXPORT auto E_PROP_FRadialDamageEvent_Origin_GET(FRadialDamageEvent* Ptr) { return (INT_PTR)&(Ptr->Origin); } DOTNET_EXPORT void E_PROP_FRadialDamageEvent_Origin_SET(FRadialDamageEvent* Ptr, INT_PTR Value) { Ptr->Origin = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FRadialDamageEvent_Params_GET(FRadialDamageEvent* Ptr) { return (INT_PTR)&(Ptr->Params); } DOTNET_EXPORT void E_PROP_FRadialDamageEvent_Params_SET(FRadialDamageEvent* Ptr, INT_PTR Value) { Ptr->Params = *(FRadialDamageParams*)Value; } /* FRadialDamageParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRadialDamageParams() { return (INT_PTR) new FRadialDamageParams(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRadialDamageParams_float_float_float_float(float InBaseDamage, float InInnerRadius, float InOuterRadius, float InDamageFalloff) { return (INT_PTR) new FRadialDamageParams(InBaseDamage, InInnerRadius, InOuterRadius, InDamageFalloff); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRadialDamageParams_float_float_float_float_float(float InBaseDamage, float InMinimumDamage, float InInnerRadius, float InOuterRadius, float InDamageFalloff) { return (INT_PTR) new FRadialDamageParams(InBaseDamage, InMinimumDamage, InInnerRadius, InOuterRadius, InDamageFalloff); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRadialDamageParams_float_float(float InBaseDamage, float InRadius) { return (INT_PTR) new FRadialDamageParams(InBaseDamage, InRadius); } DOTNET_EXPORT auto E_PROP_FRadialDamageParams_BaseDamage_GET(FRadialDamageParams* Ptr) { return Ptr->BaseDamage; } DOTNET_EXPORT void E_PROP_FRadialDamageParams_BaseDamage_SET(FRadialDamageParams* Ptr, float Value) { Ptr->BaseDamage = Value; } DOTNET_EXPORT auto E_PROP_FRadialDamageParams_DamageFalloff_GET(FRadialDamageParams* Ptr) { return Ptr->DamageFalloff; } DOTNET_EXPORT void E_PROP_FRadialDamageParams_DamageFalloff_SET(FRadialDamageParams* Ptr, float Value) { Ptr->DamageFalloff = Value; } DOTNET_EXPORT auto E_PROP_FRadialDamageParams_InnerRadius_GET(FRadialDamageParams* Ptr) { return Ptr->InnerRadius; } DOTNET_EXPORT void E_PROP_FRadialDamageParams_InnerRadius_SET(FRadialDamageParams* Ptr, float Value) { Ptr->InnerRadius = Value; } DOTNET_EXPORT auto E_PROP_FRadialDamageParams_MinimumDamage_GET(FRadialDamageParams* Ptr) { return Ptr->MinimumDamage; } DOTNET_EXPORT void E_PROP_FRadialDamageParams_MinimumDamage_SET(FRadialDamageParams* Ptr, float Value) { Ptr->MinimumDamage = Value; } DOTNET_EXPORT auto E_PROP_FRadialDamageParams_OuterRadius_GET(FRadialDamageParams* Ptr) { return Ptr->OuterRadius; } DOTNET_EXPORT void E_PROP_FRadialDamageParams_OuterRadius_SET(FRadialDamageParams* Ptr, float Value) { Ptr->OuterRadius = Value; } DOTNET_EXPORT auto E_FRadialDamageParams_GetDamageScale(FRadialDamageParams* Self, float DistanceFromEpicenter) { auto _p0 = DistanceFromEpicenter; return Self->GetDamageScale(_p0); } DOTNET_EXPORT auto E_FRadialDamageParams_GetMaxRadius(FRadialDamageParams* Self) { return Self->GetMaxRadius(); } /* FRandomStream */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRandomStream() { return (INT_PTR) new FRandomStream(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRandomStream_int32(int32 InSeed) { return (INT_PTR) new FRandomStream(InSeed); } DOTNET_EXPORT auto E_FRandomStream_ExportTextItem(FRandomStream* Self, char* ValueStr, INT_PTR DefaultValue, UObject* Parent, int32 PortFlags, UObject* ExportRootScope) { auto _p0 = ConvertFromManage_FString(ValueStr); auto& _p1 = *(FRandomStream*)DefaultValue; auto _p2 = Parent; auto _p3 = PortFlags; auto _p4 = ExportRootScope; return Self->ExportTextItem(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_FRandomStream_FRand(FRandomStream* Self) { return Self->FRand(); } DOTNET_EXPORT auto E_FRandomStream_FRandRange(FRandomStream* Self, float InMin, float InMax) { auto _p0 = InMin; auto _p1 = InMax; return Self->FRandRange(_p0, _p1); } DOTNET_EXPORT auto E_FRandomStream_GenerateNewSeed(FRandomStream* Self) { Self->GenerateNewSeed(); } DOTNET_EXPORT auto E_FRandomStream_GetCurrentSeed(FRandomStream* Self) { return Self->GetCurrentSeed(); } DOTNET_EXPORT auto E_FRandomStream_GetFraction(FRandomStream* Self) { return Self->GetFraction(); } DOTNET_EXPORT auto E_FRandomStream_GetInitialSeed(FRandomStream* Self) { return Self->GetInitialSeed(); } DOTNET_EXPORT auto E_FRandomStream_GetUnitVector(FRandomStream* Self) { return (INT_PTR) new FVector(Self->GetUnitVector()); } DOTNET_EXPORT auto E_FRandomStream_Initialize(FRandomStream* Self, int32 InSeed) { auto _p0 = InSeed; Self->Initialize(_p0); } DOTNET_EXPORT auto E_FRandomStream_RandHelper(FRandomStream* Self, int32 A) { auto _p0 = A; return Self->RandHelper(_p0); } DOTNET_EXPORT auto E_FRandomStream_RandRange(FRandomStream* Self, int32 Min, int32 Max) { auto _p0 = Min; auto _p1 = Max; return Self->RandRange(_p0, _p1); } DOTNET_EXPORT auto E_FRandomStream_Reset(FRandomStream* Self) { Self->Reset(); } DOTNET_EXPORT auto E_FRandomStream_VRand(FRandomStream* Self) { return (INT_PTR) new FVector(Self->VRand()); } DOTNET_EXPORT auto E_FRandomStream_VRandCone(FRandomStream* Self, INT_PTR Dir, float ConeHalfAngleRad) { auto& _p0 = *(FVector*)Dir; auto _p1 = ConeHalfAngleRad; return (INT_PTR) new FVector(Self->VRandCone(_p0, _p1)); } DOTNET_EXPORT auto E_FRandomStream_VRandCone_o1(FRandomStream* Self, INT_PTR Dir, float HorizontalConeHalfAngleRad, float VerticalConeHalfAngleRad) { auto& _p0 = *(FVector*)Dir; auto _p1 = HorizontalConeHalfAngleRad; auto _p2 = VerticalConeHalfAngleRad; return (INT_PTR) new FVector(Self->VRandCone(_p0, _p1, _p2)); } /* FRendererStencilMaskEvaluation */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRendererStencilMaskEvaluation() { return (INT_PTR) new FRendererStencilMaskEvaluation(); } /* FRepRootMotionMontage */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRepRootMotionMontage() { return (INT_PTR) new FRepRootMotionMontage(); } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_Acceleration_GET(FRepRootMotionMontage* Ptr) { return (INT_PTR)&(Ptr->Acceleration); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_Acceleration_SET(FRepRootMotionMontage* Ptr, INT_PTR Value) { Ptr->Acceleration = *(FVector_NetQuantize10*)Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_AuthoritativeRootMotion_GET(FRepRootMotionMontage* Ptr) { return (INT_PTR)&(Ptr->AuthoritativeRootMotion); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_AuthoritativeRootMotion_SET(FRepRootMotionMontage* Ptr, INT_PTR Value) { Ptr->AuthoritativeRootMotion = *(FRootMotionSourceGroup*)Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_bIsActive_GET(FRepRootMotionMontage* Ptr) { return Ptr->bIsActive; } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_bIsActive_SET(FRepRootMotionMontage* Ptr, bool Value) { Ptr->bIsActive = Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_bRelativePosition_GET(FRepRootMotionMontage* Ptr) { return Ptr->bRelativePosition; } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_bRelativePosition_SET(FRepRootMotionMontage* Ptr, bool Value) { Ptr->bRelativePosition = Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_bRelativeRotation_GET(FRepRootMotionMontage* Ptr) { return Ptr->bRelativeRotation; } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_bRelativeRotation_SET(FRepRootMotionMontage* Ptr, bool Value) { Ptr->bRelativeRotation = Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_LinearVelocity_GET(FRepRootMotionMontage* Ptr) { return (INT_PTR)&(Ptr->LinearVelocity); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_LinearVelocity_SET(FRepRootMotionMontage* Ptr, INT_PTR Value) { Ptr->LinearVelocity = *(FVector_NetQuantize10*)Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_Location_GET(FRepRootMotionMontage* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_Location_SET(FRepRootMotionMontage* Ptr, INT_PTR Value) { Ptr->Location = *(FVector_NetQuantize100*)Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_MovementBase_GET(FRepRootMotionMontage* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->MovementBase); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_MovementBase_SET(FRepRootMotionMontage* Ptr, UPrimitiveComponent* Value) { Ptr->MovementBase = Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_MovementBaseBoneName_GET(FRepRootMotionMontage* Ptr) { return ConvertToManage_StringWrapper(Ptr->MovementBaseBoneName); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_MovementBaseBoneName_SET(FRepRootMotionMontage* Ptr, char* Value) { Ptr->MovementBaseBoneName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_Position_GET(FRepRootMotionMontage* Ptr) { return Ptr->Position; } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_Position_SET(FRepRootMotionMontage* Ptr, float Value) { Ptr->Position = Value; } DOTNET_EXPORT auto E_PROP_FRepRootMotionMontage_Rotation_GET(FRepRootMotionMontage* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FRepRootMotionMontage_Rotation_SET(FRepRootMotionMontage* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_FRepRootMotionMontage_Clear(FRepRootMotionMontage* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FRepRootMotionMontage_HasRootMotion(FRepRootMotionMontage* Self) { return Self->HasRootMotion(); } /* FResponseChannel */ DOTNET_EXPORT INT_PTR E_CreateStruct_FResponseChannel() { return (INT_PTR) new FResponseChannel(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FResponseChannel_FName_ECollisionResponse(char* InChannel, ECollisionResponse InResponse) { return (INT_PTR) new FResponseChannel(ConvertFromManage_FName(InChannel), InResponse); } DOTNET_EXPORT auto E_PROP_FResponseChannel_Channel_GET(FResponseChannel* Ptr) { return ConvertToManage_StringWrapper(Ptr->Channel); } DOTNET_EXPORT void E_PROP_FResponseChannel_Channel_SET(FResponseChannel* Ptr, char* Value) { Ptr->Channel = ConvertFromManage_FName(Value); } /* FReversedZOrthoMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FReversedZOrthoMatrix_float_float_float_float(float Width, float Height, float ZScale, float ZOffset) { return (INT_PTR) new FReversedZOrthoMatrix(Width, Height, ZScale, ZOffset); } /* FReversedZPerspectiveMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FReversedZPerspectiveMatrix_float_float_float_float_float_float(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ) { return (INT_PTR) new FReversedZPerspectiveMatrix(HalfFOVX, HalfFOVY, MultFOVX, MultFOVY, MinZ, MaxZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FReversedZPerspectiveMatrix_float_float_float_float_float(float HalfFOV, float Width, float Height, float MinZ, float MaxZ) { return (INT_PTR) new FReversedZPerspectiveMatrix(HalfFOV, Width, Height, MinZ, MaxZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FReversedZPerspectiveMatrix_float_float_float_float(float HalfFOV, float Width, float Height, float MinZ) { return (INT_PTR) new FReversedZPerspectiveMatrix(HalfFOV, Width, Height, MinZ); } /* FRigidBodyErrorCorrection */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRigidBodyErrorCorrection() { return (INT_PTR) new FRigidBodyErrorCorrection(); } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_AngleLerp_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->AngleLerp; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_AngleLerp_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->AngleLerp = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_AngularVelocityCoefficient_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->AngularVelocityCoefficient; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_AngularVelocityCoefficient_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->AngularVelocityCoefficient = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationDistanceSq_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->ErrorAccumulationDistanceSq; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationDistanceSq_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->ErrorAccumulationDistanceSq = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationSeconds_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->ErrorAccumulationSeconds; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationSeconds_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->ErrorAccumulationSeconds = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationSimilarity_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->ErrorAccumulationSimilarity; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_ErrorAccumulationSimilarity_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->ErrorAccumulationSimilarity = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_ErrorPerAngularDifference_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->ErrorPerAngularDifference; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_ErrorPerAngularDifference_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->ErrorPerAngularDifference = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_ErrorPerLinearDifference_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->ErrorPerLinearDifference; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_ErrorPerLinearDifference_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->ErrorPerLinearDifference = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_LinearVelocityCoefficient_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->LinearVelocityCoefficient; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_LinearVelocityCoefficient_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->LinearVelocityCoefficient = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_MaxLinearHardSnapDistance_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->MaxLinearHardSnapDistance; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_MaxLinearHardSnapDistance_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->MaxLinearHardSnapDistance = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_MaxRestoredStateError_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->MaxRestoredStateError; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_MaxRestoredStateError_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->MaxRestoredStateError = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_PingExtrapolation_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->PingExtrapolation; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_PingExtrapolation_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->PingExtrapolation = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_PingLimit_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->PingLimit; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_PingLimit_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->PingLimit = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyErrorCorrection_PositionLerp_GET(FRigidBodyErrorCorrection* Ptr) { return Ptr->PositionLerp; } DOTNET_EXPORT void E_PROP_FRigidBodyErrorCorrection_PositionLerp_SET(FRigidBodyErrorCorrection* Ptr, float Value) { Ptr->PositionLerp = Value; } /* FRigidBodyState */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRigidBodyState() { return (INT_PTR) new FRigidBodyState(); } DOTNET_EXPORT auto E_PROP_FRigidBodyState_AngVel_GET(FRigidBodyState* Ptr) { return (INT_PTR)&(Ptr->AngVel); } DOTNET_EXPORT void E_PROP_FRigidBodyState_AngVel_SET(FRigidBodyState* Ptr, INT_PTR Value) { Ptr->AngVel = *(FVector_NetQuantize100*)Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyState_Flags_GET(FRigidBodyState* Ptr) { return Ptr->Flags; } DOTNET_EXPORT void E_PROP_FRigidBodyState_Flags_SET(FRigidBodyState* Ptr, uint8 Value) { Ptr->Flags = Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyState_LinVel_GET(FRigidBodyState* Ptr) { return (INT_PTR)&(Ptr->LinVel); } DOTNET_EXPORT void E_PROP_FRigidBodyState_LinVel_SET(FRigidBodyState* Ptr, INT_PTR Value) { Ptr->LinVel = *(FVector_NetQuantize100*)Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyState_Position_GET(FRigidBodyState* Ptr) { return (INT_PTR)&(Ptr->Position); } DOTNET_EXPORT void E_PROP_FRigidBodyState_Position_SET(FRigidBodyState* Ptr, INT_PTR Value) { Ptr->Position = *(FVector_NetQuantize100*)Value; } DOTNET_EXPORT auto E_PROP_FRigidBodyState_Quaternion_GET(FRigidBodyState* Ptr) { return (INT_PTR)&(Ptr->Quaternion); } DOTNET_EXPORT void E_PROP_FRigidBodyState_Quaternion_SET(FRigidBodyState* Ptr, INT_PTR Value) { Ptr->Quaternion = *(FQuat*)Value; } /* FRootMotionFinishVelocitySettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionFinishVelocitySettings() { return (INT_PTR) new FRootMotionFinishVelocitySettings(); } DOTNET_EXPORT auto E_PROP_FRootMotionFinishVelocitySettings_ClampVelocity_GET(FRootMotionFinishVelocitySettings* Ptr) { return Ptr->ClampVelocity; } DOTNET_EXPORT void E_PROP_FRootMotionFinishVelocitySettings_ClampVelocity_SET(FRootMotionFinishVelocitySettings* Ptr, float Value) { Ptr->ClampVelocity = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionFinishVelocitySettings_Mode_GET(FRootMotionFinishVelocitySettings* Ptr) { return Ptr->Mode; } DOTNET_EXPORT void E_PROP_FRootMotionFinishVelocitySettings_Mode_SET(FRootMotionFinishVelocitySettings* Ptr, ERootMotionFinishVelocityMode Value) { Ptr->Mode = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionFinishVelocitySettings_SetVelocity_GET(FRootMotionFinishVelocitySettings* Ptr) { return (INT_PTR)&(Ptr->SetVelocity); } DOTNET_EXPORT void E_PROP_FRootMotionFinishVelocitySettings_SetVelocity_SET(FRootMotionFinishVelocitySettings* Ptr, INT_PTR Value) { Ptr->SetVelocity = *(FVector*)Value; } /* FRootMotionServerToLocalIDMapping */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionServerToLocalIDMapping() { return (INT_PTR) new FRootMotionServerToLocalIDMapping(); } DOTNET_EXPORT auto E_PROP_FRootMotionServerToLocalIDMapping_TimeStamp_GET(FRootMotionServerToLocalIDMapping* Ptr) { return Ptr->TimeStamp; } DOTNET_EXPORT void E_PROP_FRootMotionServerToLocalIDMapping_TimeStamp_SET(FRootMotionServerToLocalIDMapping* Ptr, float Value) { Ptr->TimeStamp = Value; } DOTNET_EXPORT auto E_FRootMotionServerToLocalIDMapping_IsStillValid(FRootMotionServerToLocalIDMapping* Self, float CurrentTimeStamp) { auto _p0 = CurrentTimeStamp; return Self->IsStillValid(_p0); } /* FRootMotionSource */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource() { return (INT_PTR) new FRootMotionSource(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_AccumulateMode_GET(FRootMotionSource* Ptr) { return Ptr->AccumulateMode; } DOTNET_EXPORT void E_PROP_FRootMotionSource_AccumulateMode_SET(FRootMotionSource* Ptr, ERootMotionAccumulateMode Value) { Ptr->AccumulateMode = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_bInLocalSpace_GET(FRootMotionSource* Ptr) { return Ptr->bInLocalSpace; } DOTNET_EXPORT void E_PROP_FRootMotionSource_bInLocalSpace_SET(FRootMotionSource* Ptr, bool Value) { Ptr->bInLocalSpace = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_bNeedsSimulatedCatchup_GET(FRootMotionSource* Ptr) { return Ptr->bNeedsSimulatedCatchup; } DOTNET_EXPORT void E_PROP_FRootMotionSource_bNeedsSimulatedCatchup_SET(FRootMotionSource* Ptr, bool Value) { Ptr->bNeedsSimulatedCatchup = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_CurrentTime_GET(FRootMotionSource* Ptr) { return Ptr->CurrentTime; } DOTNET_EXPORT void E_PROP_FRootMotionSource_CurrentTime_SET(FRootMotionSource* Ptr, float Value) { Ptr->CurrentTime = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_Duration_GET(FRootMotionSource* Ptr) { return Ptr->Duration; } DOTNET_EXPORT void E_PROP_FRootMotionSource_Duration_SET(FRootMotionSource* Ptr, float Value) { Ptr->Duration = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_FinishVelocityParams_GET(FRootMotionSource* Ptr) { return (INT_PTR)&(Ptr->FinishVelocityParams); } DOTNET_EXPORT void E_PROP_FRootMotionSource_FinishVelocityParams_SET(FRootMotionSource* Ptr, INT_PTR Value) { Ptr->FinishVelocityParams = *(FRootMotionFinishVelocitySettings*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_InstanceName_GET(FRootMotionSource* Ptr) { return ConvertToManage_StringWrapper(Ptr->InstanceName); } DOTNET_EXPORT void E_PROP_FRootMotionSource_InstanceName_SET(FRootMotionSource* Ptr, char* Value) { Ptr->InstanceName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_PreviousTime_GET(FRootMotionSource* Ptr) { return Ptr->PreviousTime; } DOTNET_EXPORT void E_PROP_FRootMotionSource_PreviousTime_SET(FRootMotionSource* Ptr, float Value) { Ptr->PreviousTime = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_Settings_GET(FRootMotionSource* Ptr) { return (INT_PTR)&(Ptr->Settings); } DOTNET_EXPORT void E_PROP_FRootMotionSource_Settings_SET(FRootMotionSource* Ptr, INT_PTR Value) { Ptr->Settings = *(FRootMotionSourceSettings*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_StartTime_GET(FRootMotionSource* Ptr) { return Ptr->StartTime; } DOTNET_EXPORT void E_PROP_FRootMotionSource_StartTime_SET(FRootMotionSource* Ptr, float Value) { Ptr->StartTime = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_Status_GET(FRootMotionSource* Ptr) { return (INT_PTR)&(Ptr->Status); } DOTNET_EXPORT void E_PROP_FRootMotionSource_Status_SET(FRootMotionSource* Ptr, INT_PTR Value) { Ptr->Status = *(FRootMotionSourceStatus*)Value; } DOTNET_EXPORT auto E_FRootMotionSource_CheckTimeOut(FRootMotionSource* Self) { Self->CheckTimeOut(); } DOTNET_EXPORT auto E_FRootMotionSource_Clone(FRootMotionSource* Self) { return (INT_PTR) (Self->Clone()); } DOTNET_EXPORT auto E_FRootMotionSource_GetDuration(FRootMotionSource* Self) { return Self->GetDuration(); } DOTNET_EXPORT auto E_FRootMotionSource_GetStartTime(FRootMotionSource* Self) { return Self->GetStartTime(); } DOTNET_EXPORT auto E_FRootMotionSource_GetTime(FRootMotionSource* Self) { return Self->GetTime(); } DOTNET_EXPORT auto E_FRootMotionSource_IsActive(FRootMotionSource* Self) { return Self->IsActive(); } DOTNET_EXPORT auto E_FRootMotionSource_IsStartTimeValid(FRootMotionSource* Self) { return Self->IsStartTimeValid(); } DOTNET_EXPORT auto E_FRootMotionSource_IsTimeOutEnabled(FRootMotionSource* Self) { return Self->IsTimeOutEnabled(); } DOTNET_EXPORT auto E_FRootMotionSource_Matches(FRootMotionSource* Self, INT_PTR Other) { auto _p0 = (FRootMotionSource*)Other; return Self->Matches(_p0); } DOTNET_EXPORT auto E_FRootMotionSource_MatchesAndHasSameState(FRootMotionSource* Self, INT_PTR Other) { auto _p0 = (FRootMotionSource*)Other; return Self->MatchesAndHasSameState(_p0); } DOTNET_EXPORT auto E_FRootMotionSource_PrepareRootMotion(FRootMotionSource* Self, float SimulationTime, float MovementTickTime, ACharacter& Character, UCharacterMovementComponent& MoveComponent) { auto _p0 = SimulationTime; auto _p1 = MovementTickTime; auto& _p2 = Character; auto& _p3 = MoveComponent; Self->PrepareRootMotion(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FRootMotionSource_SetTime(FRootMotionSource* Self, float NewTime) { auto _p0 = NewTime; Self->SetTime(_p0); } DOTNET_EXPORT auto E_FRootMotionSource_ToSimpleString(FRootMotionSource* Self) { return ConvertToManage_StringWrapper(Self->ToSimpleString()); } DOTNET_EXPORT auto E_FRootMotionSource_UpdateStateFrom(FRootMotionSource* Self, INT_PTR SourceToTakeStateFrom, bool bMarkForSimulatedCatchup) { auto _p0 = (FRootMotionSource*)SourceToTakeStateFrom; auto _p1 = bMarkForSimulatedCatchup; return Self->UpdateStateFrom(_p0, _p1); } /* FRootMotionSource_ConstantForce */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource_ConstantForce() { return (INT_PTR) new FRootMotionSource_ConstantForce(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_ConstantForce_Force_GET(FRootMotionSource_ConstantForce* Ptr) { return (INT_PTR)&(Ptr->Force); } DOTNET_EXPORT void E_PROP_FRootMotionSource_ConstantForce_Force_SET(FRootMotionSource_ConstantForce* Ptr, INT_PTR Value) { Ptr->Force = *(FVector*)Value; } /* FRootMotionSource_JumpForce */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource_JumpForce() { return (INT_PTR) new FRootMotionSource_JumpForce(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_JumpForce_bDisableTimeout_GET(FRootMotionSource_JumpForce* Ptr) { return Ptr->bDisableTimeout; } DOTNET_EXPORT void E_PROP_FRootMotionSource_JumpForce_bDisableTimeout_SET(FRootMotionSource_JumpForce* Ptr, bool Value) { Ptr->bDisableTimeout = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_JumpForce_Distance_GET(FRootMotionSource_JumpForce* Ptr) { return Ptr->Distance; } DOTNET_EXPORT void E_PROP_FRootMotionSource_JumpForce_Distance_SET(FRootMotionSource_JumpForce* Ptr, float Value) { Ptr->Distance = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_JumpForce_Height_GET(FRootMotionSource_JumpForce* Ptr) { return Ptr->Height; } DOTNET_EXPORT void E_PROP_FRootMotionSource_JumpForce_Height_SET(FRootMotionSource_JumpForce* Ptr, float Value) { Ptr->Height = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_JumpForce_Rotation_GET(FRootMotionSource_JumpForce* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_JumpForce_Rotation_SET(FRootMotionSource_JumpForce* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_JumpForce_SavedHalfwayLocation_GET(FRootMotionSource_JumpForce* Ptr) { return (INT_PTR)&(Ptr->SavedHalfwayLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_JumpForce_SavedHalfwayLocation_SET(FRootMotionSource_JumpForce* Ptr, INT_PTR Value) { Ptr->SavedHalfwayLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_FRootMotionSource_JumpForce_GetPathOffset(FRootMotionSource_JumpForce* Self, float MoveFraction) { auto _p0 = MoveFraction; return (INT_PTR) new FVector(Self->GetPathOffset(_p0)); } DOTNET_EXPORT auto E_FRootMotionSource_JumpForce_GetRelativeLocation(FRootMotionSource_JumpForce* Self, float MoveFraction) { auto _p0 = MoveFraction; return (INT_PTR) new FVector(Self->GetRelativeLocation(_p0)); } /* FRootMotionSource_MoveToDynamicForce */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource_MoveToDynamicForce() { return (INT_PTR) new FRootMotionSource_MoveToDynamicForce(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToDynamicForce_bRestrictSpeedToExpected_GET(FRootMotionSource_MoveToDynamicForce* Ptr) { return Ptr->bRestrictSpeedToExpected; } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToDynamicForce_bRestrictSpeedToExpected_SET(FRootMotionSource_MoveToDynamicForce* Ptr, bool Value) { Ptr->bRestrictSpeedToExpected = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToDynamicForce_InitialTargetLocation_GET(FRootMotionSource_MoveToDynamicForce* Ptr) { return (INT_PTR)&(Ptr->InitialTargetLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToDynamicForce_InitialTargetLocation_SET(FRootMotionSource_MoveToDynamicForce* Ptr, INT_PTR Value) { Ptr->InitialTargetLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToDynamicForce_StartLocation_GET(FRootMotionSource_MoveToDynamicForce* Ptr) { return (INT_PTR)&(Ptr->StartLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToDynamicForce_StartLocation_SET(FRootMotionSource_MoveToDynamicForce* Ptr, INT_PTR Value) { Ptr->StartLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToDynamicForce_TargetLocation_GET(FRootMotionSource_MoveToDynamicForce* Ptr) { return (INT_PTR)&(Ptr->TargetLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToDynamicForce_TargetLocation_SET(FRootMotionSource_MoveToDynamicForce* Ptr, INT_PTR Value) { Ptr->TargetLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_FRootMotionSource_MoveToDynamicForce_GetPathOffsetInWorldSpace(FRootMotionSource_MoveToDynamicForce* Self, float MoveFraction) { auto _p0 = MoveFraction; return (INT_PTR) new FVector(Self->GetPathOffsetInWorldSpace(_p0)); } DOTNET_EXPORT auto E_FRootMotionSource_MoveToDynamicForce_SetTargetLocation(FRootMotionSource_MoveToDynamicForce* Self, INT_PTR NewTargetLocation) { auto _p0 = *(FVector*)NewTargetLocation; Self->SetTargetLocation(_p0); } /* FRootMotionSource_MoveToForce */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource_MoveToForce() { return (INT_PTR) new FRootMotionSource_MoveToForce(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToForce_bRestrictSpeedToExpected_GET(FRootMotionSource_MoveToForce* Ptr) { return Ptr->bRestrictSpeedToExpected; } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToForce_bRestrictSpeedToExpected_SET(FRootMotionSource_MoveToForce* Ptr, bool Value) { Ptr->bRestrictSpeedToExpected = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToForce_StartLocation_GET(FRootMotionSource_MoveToForce* Ptr) { return (INT_PTR)&(Ptr->StartLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToForce_StartLocation_SET(FRootMotionSource_MoveToForce* Ptr, INT_PTR Value) { Ptr->StartLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_MoveToForce_TargetLocation_GET(FRootMotionSource_MoveToForce* Ptr) { return (INT_PTR)&(Ptr->TargetLocation); } DOTNET_EXPORT void E_PROP_FRootMotionSource_MoveToForce_TargetLocation_SET(FRootMotionSource_MoveToForce* Ptr, INT_PTR Value) { Ptr->TargetLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_FRootMotionSource_MoveToForce_GetPathOffsetInWorldSpace(FRootMotionSource_MoveToForce* Self, float MoveFraction) { auto _p0 = MoveFraction; return (INT_PTR) new FVector(Self->GetPathOffsetInWorldSpace(_p0)); } /* FRootMotionSource_RadialForce */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSource_RadialForce() { return (INT_PTR) new FRootMotionSource_RadialForce(); } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_bIsPush_GET(FRootMotionSource_RadialForce* Ptr) { return Ptr->bIsPush; } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_bIsPush_SET(FRootMotionSource_RadialForce* Ptr, bool Value) { Ptr->bIsPush = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_bNoZForce_GET(FRootMotionSource_RadialForce* Ptr) { return Ptr->bNoZForce; } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_bNoZForce_SET(FRootMotionSource_RadialForce* Ptr, bool Value) { Ptr->bNoZForce = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_bUseFixedWorldDirection_GET(FRootMotionSource_RadialForce* Ptr) { return Ptr->bUseFixedWorldDirection; } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_bUseFixedWorldDirection_SET(FRootMotionSource_RadialForce* Ptr, bool Value) { Ptr->bUseFixedWorldDirection = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_FixedWorldDirection_GET(FRootMotionSource_RadialForce* Ptr) { return (INT_PTR)&(Ptr->FixedWorldDirection); } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_FixedWorldDirection_SET(FRootMotionSource_RadialForce* Ptr, INT_PTR Value) { Ptr->FixedWorldDirection = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_Location_GET(FRootMotionSource_RadialForce* Ptr) { return (INT_PTR)&(Ptr->Location); } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_Location_SET(FRootMotionSource_RadialForce* Ptr, INT_PTR Value) { Ptr->Location = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_LocationActor_GET(FRootMotionSource_RadialForce* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->LocationActor); } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_LocationActor_SET(FRootMotionSource_RadialForce* Ptr, AActor* Value) { Ptr->LocationActor = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_Radius_GET(FRootMotionSource_RadialForce* Ptr) { return Ptr->Radius; } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_Radius_SET(FRootMotionSource_RadialForce* Ptr, float Value) { Ptr->Radius = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSource_RadialForce_Strength_GET(FRootMotionSource_RadialForce* Ptr) { return Ptr->Strength; } DOTNET_EXPORT void E_PROP_FRootMotionSource_RadialForce_Strength_SET(FRootMotionSource_RadialForce* Ptr, float Value) { Ptr->Strength = Value; } /* FRootMotionSourceGroup */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSourceGroup() { return (INT_PTR) new FRootMotionSourceGroup(); } DOTNET_EXPORT auto E_PROP_FRootMotionSourceGroup_bHasAdditiveSources_GET(FRootMotionSourceGroup* Ptr) { return Ptr->bHasAdditiveSources; } DOTNET_EXPORT void E_PROP_FRootMotionSourceGroup_bHasAdditiveSources_SET(FRootMotionSourceGroup* Ptr, uint8 Value) { Ptr->bHasAdditiveSources = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSourceGroup_bHasOverrideSources_GET(FRootMotionSourceGroup* Ptr) { return Ptr->bHasOverrideSources; } DOTNET_EXPORT void E_PROP_FRootMotionSourceGroup_bHasOverrideSources_SET(FRootMotionSourceGroup* Ptr, uint8 Value) { Ptr->bHasOverrideSources = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSourceGroup_bIsAdditiveVelocityApplied_GET(FRootMotionSourceGroup* Ptr) { return Ptr->bIsAdditiveVelocityApplied; } DOTNET_EXPORT void E_PROP_FRootMotionSourceGroup_bIsAdditiveVelocityApplied_SET(FRootMotionSourceGroup* Ptr, uint8 Value) { Ptr->bIsAdditiveVelocityApplied = Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSourceGroup_LastAccumulatedSettings_GET(FRootMotionSourceGroup* Ptr) { return (INT_PTR)&(Ptr->LastAccumulatedSettings); } DOTNET_EXPORT void E_PROP_FRootMotionSourceGroup_LastAccumulatedSettings_SET(FRootMotionSourceGroup* Ptr, INT_PTR Value) { Ptr->LastAccumulatedSettings = *(FRootMotionSourceSettings*)Value; } DOTNET_EXPORT auto E_PROP_FRootMotionSourceGroup_LastPreAdditiveVelocity_GET(FRootMotionSourceGroup* Ptr) { return (INT_PTR)&(Ptr->LastPreAdditiveVelocity); } DOTNET_EXPORT void E_PROP_FRootMotionSourceGroup_LastPreAdditiveVelocity_SET(FRootMotionSourceGroup* Ptr, INT_PTR Value) { Ptr->LastPreAdditiveVelocity = *(FVector_NetQuantize10*)Value; } DOTNET_EXPORT auto E_FRootMotionSourceGroup_AccumulateAdditiveRootMotionVelocity(FRootMotionSourceGroup* Self, float DeltaTime, ACharacter& Character, UCharacterMovementComponent& MoveComponent, INT_PTR InOutVelocity) { auto _p0 = DeltaTime; auto& _p1 = Character; auto& _p2 = MoveComponent; auto& _p3 = *(FVector*)InOutVelocity; Self->AccumulateAdditiveRootMotionVelocity(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_AccumulateOverrideRootMotionVelocity(FRootMotionSourceGroup* Self, float DeltaTime, ACharacter& Character, UCharacterMovementComponent& MoveComponent, INT_PTR InOutVelocity) { auto _p0 = DeltaTime; auto& _p1 = Character; auto& _p2 = MoveComponent; auto& _p3 = *(FVector*)InOutVelocity; Self->AccumulateOverrideRootMotionVelocity(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_ApplyTimeStampReset(FRootMotionSourceGroup* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->ApplyTimeStampReset(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_CleanUpInvalidRootMotion(FRootMotionSourceGroup* Self, float DeltaTime, ACharacter& Character, UCharacterMovementComponent& MoveComponent) { auto _p0 = DeltaTime; auto& _p1 = Character; auto& _p2 = MoveComponent; Self->CleanUpInvalidRootMotion(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_Clear(FRootMotionSourceGroup* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_CullInvalidSources(FRootMotionSourceGroup* Self) { Self->CullInvalidSources(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_HasActiveRootMotionSources(FRootMotionSourceGroup* Self) { return Self->HasActiveRootMotionSources(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_HasAdditiveVelocity(FRootMotionSourceGroup* Self) { return Self->HasAdditiveVelocity(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_HasOverrideVelocity(FRootMotionSourceGroup* Self) { return Self->HasOverrideVelocity(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_HasRootMotionToApply(FRootMotionSourceGroup* Self) { return Self->HasRootMotionToApply(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_HasVelocity(FRootMotionSourceGroup* Self) { return Self->HasVelocity(); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_PrepareRootMotion(FRootMotionSourceGroup* Self, float DeltaTime, ACharacter& Character, UCharacterMovementComponent& InMoveComponent, bool bForcePrepareAll) { auto _p0 = DeltaTime; auto& _p1 = Character; auto& _p2 = InMoveComponent; auto _p3 = bForcePrepareAll; Self->PrepareRootMotion(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_RemoveRootMotionSource(FRootMotionSourceGroup* Self, char* InstanceName) { auto _p0 = ConvertFromManage_FName(InstanceName); Self->RemoveRootMotionSource(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_SetPendingRootMotionSourceMinStartTimes(FRootMotionSourceGroup* Self, float NewStartTime) { auto _p0 = NewStartTime; Self->SetPendingRootMotionSourceMinStartTimes(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceGroup_UpdateStateFrom(FRootMotionSourceGroup* Self, INT_PTR GroupToTakeStateFrom, bool bMarkForSimulatedCatchup) { auto& _p0 = *(FRootMotionSourceGroup*)GroupToTakeStateFrom; auto _p1 = bMarkForSimulatedCatchup; Self->UpdateStateFrom(_p0, _p1); } /* FRootMotionSourceSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSourceSettings() { return (INT_PTR) new FRootMotionSourceSettings(); } DOTNET_EXPORT auto E_PROP_FRootMotionSourceSettings_Flags_GET(FRootMotionSourceSettings* Ptr) { return Ptr->Flags; } DOTNET_EXPORT void E_PROP_FRootMotionSourceSettings_Flags_SET(FRootMotionSourceSettings* Ptr, uint8 Value) { Ptr->Flags = Value; } DOTNET_EXPORT auto E_FRootMotionSourceSettings_Clear(FRootMotionSourceSettings* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FRootMotionSourceSettings_HasFlag(FRootMotionSourceSettings* Self, ERootMotionSourceSettingsFlags Flag) { auto _p0 = Flag; return Self->HasFlag(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceSettings_SetFlag(FRootMotionSourceSettings* Self, ERootMotionSourceSettingsFlags Flag) { auto _p0 = Flag; Self->SetFlag(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceSettings_UnSetFlag(FRootMotionSourceSettings* Self, ERootMotionSourceSettingsFlags Flag) { auto _p0 = Flag; Self->UnSetFlag(_p0); } /* FRootMotionSourceStatus */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRootMotionSourceStatus() { return (INT_PTR) new FRootMotionSourceStatus(); } DOTNET_EXPORT auto E_PROP_FRootMotionSourceStatus_Flags_GET(FRootMotionSourceStatus* Ptr) { return Ptr->Flags; } DOTNET_EXPORT void E_PROP_FRootMotionSourceStatus_Flags_SET(FRootMotionSourceStatus* Ptr, uint8 Value) { Ptr->Flags = Value; } DOTNET_EXPORT auto E_FRootMotionSourceStatus_Clear(FRootMotionSourceStatus* Self) { Self->Clear(); } DOTNET_EXPORT auto E_FRootMotionSourceStatus_HasFlag(FRootMotionSourceStatus* Self, ERootMotionSourceStatusFlags Flag) { auto _p0 = Flag; return Self->HasFlag(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceStatus_SetFlag(FRootMotionSourceStatus* Self, ERootMotionSourceStatusFlags Flag) { auto _p0 = Flag; Self->SetFlag(_p0); } DOTNET_EXPORT auto E_FRootMotionSourceStatus_UnSetFlag(FRootMotionSourceStatus* Self, ERootMotionSourceStatusFlags Flag) { auto _p0 = Flag; Self->UnSetFlag(_p0); } /* FROscillator */ DOTNET_EXPORT INT_PTR E_CreateStruct_FROscillator() { return (INT_PTR) new FROscillator(); } DOTNET_EXPORT auto E_PROP_FROscillator_Pitch_GET(FROscillator* Ptr) { return (INT_PTR)&(Ptr->Pitch); } DOTNET_EXPORT void E_PROP_FROscillator_Pitch_SET(FROscillator* Ptr, INT_PTR Value) { Ptr->Pitch = *(FFOscillator*)Value; } DOTNET_EXPORT auto E_PROP_FROscillator_Roll_GET(FROscillator* Ptr) { return (INT_PTR)&(Ptr->Roll); } DOTNET_EXPORT void E_PROP_FROscillator_Roll_SET(FROscillator* Ptr, INT_PTR Value) { Ptr->Roll = *(FFOscillator*)Value; } DOTNET_EXPORT auto E_PROP_FROscillator_Yaw_GET(FROscillator* Ptr) { return (INT_PTR)&(Ptr->Yaw); } DOTNET_EXPORT void E_PROP_FROscillator_Yaw_SET(FROscillator* Ptr, INT_PTR Value) { Ptr->Yaw = *(FFOscillator*)Value; } /* FRotationAboutPointMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRotationAboutPointMatrix_FRotator_FVector(INT_PTR Rot, INT_PTR Origin) { return (INT_PTR) new FRotationAboutPointMatrix(*(FRotator*)Rot, *(FVector*)Origin); } DOTNET_EXPORT auto E_FRotationAboutPointMatrix_Make(FRotationAboutPointMatrix* Self, INT_PTR Rot, INT_PTR Origin) { auto& _p0 = *(FRotator*)Rot; auto& _p1 = *(FVector*)Origin; return (INT_PTR) new FMatrix(Self->Make(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationAboutPointMatrix_Make_o1(FRotationAboutPointMatrix* Self, INT_PTR Rot, INT_PTR Origin) { auto& _p0 = *(FQuat*)Rot; auto& _p1 = *(FVector*)Origin; return (INT_PTR) new FMatrix(Self->Make(_p0, _p1)); } /* FRotationConversionCache */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRotationConversionCache() { return (INT_PTR) new FRotationConversionCache(); } DOTNET_EXPORT auto E_FRotationConversionCache_GetCachedQuat(FRotationConversionCache* Self) { return (INT_PTR) new FQuat(Self->GetCachedQuat()); } DOTNET_EXPORT auto E_FRotationConversionCache_GetCachedRotator(FRotationConversionCache* Self) { return (INT_PTR) new FRotator(Self->GetCachedRotator()); } DOTNET_EXPORT auto E_FRotationConversionCache_NormalizedQuatToRotator(FRotationConversionCache* Self, INT_PTR InNormalizedQuat) { auto& _p0 = *(FQuat*)InNormalizedQuat; return (INT_PTR) new FRotator(Self->NormalizedQuatToRotator(_p0)); } DOTNET_EXPORT auto E_FRotationConversionCache_NormalizedQuatToRotator_ReadOnly(FRotationConversionCache* Self, INT_PTR InNormalizedQuat) { auto& _p0 = *(FQuat*)InNormalizedQuat; return (INT_PTR) new FRotator(Self->NormalizedQuatToRotator_ReadOnly(_p0)); } DOTNET_EXPORT auto E_FRotationConversionCache_QuatToRotator(FRotationConversionCache* Self, INT_PTR InQuat) { auto& _p0 = *(FQuat*)InQuat; return (INT_PTR) new FRotator(Self->QuatToRotator(_p0)); } DOTNET_EXPORT auto E_FRotationConversionCache_QuatToRotator_ReadOnly(FRotationConversionCache* Self, INT_PTR InQuat) { auto& _p0 = *(FQuat*)InQuat; return (INT_PTR) new FRotator(Self->QuatToRotator_ReadOnly(_p0)); } DOTNET_EXPORT auto E_FRotationConversionCache_RotatorToQuat(FRotationConversionCache* Self, INT_PTR InRotator) { auto& _p0 = *(FRotator*)InRotator; return (INT_PTR) new FQuat(Self->RotatorToQuat(_p0)); } DOTNET_EXPORT auto E_FRotationConversionCache_RotatorToQuat_ReadOnly(FRotationConversionCache* Self, INT_PTR InRotator) { auto& _p0 = *(FRotator*)InRotator; return (INT_PTR) new FQuat(Self->RotatorToQuat_ReadOnly(_p0)); } /* FRotationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRotationMatrix_FRotator(INT_PTR Rot) { return (INT_PTR) new FRotationMatrix(*(FRotator*)Rot); } DOTNET_EXPORT auto E_FRotationMatrix_Make(FRotationMatrix* Self, INT_PTR Rot) { auto& _p0 = *(FRotator*)Rot; return (INT_PTR) new FMatrix(Self->Make(_p0)); } DOTNET_EXPORT auto E_FRotationMatrix_Make_o1(FRotationMatrix* Self, INT_PTR Rot) { auto& _p0 = *(FQuat*)Rot; return (INT_PTR) new FMatrix(Self->Make(_p0)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromX(FRotationMatrix* Self, INT_PTR XAxis) { auto& _p0 = *(FVector*)XAxis; return (INT_PTR) new FMatrix(Self->MakeFromX(_p0)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromXY(FRotationMatrix* Self, INT_PTR XAxis, INT_PTR YAxis) { auto& _p0 = *(FVector*)XAxis; auto& _p1 = *(FVector*)YAxis; return (INT_PTR) new FMatrix(Self->MakeFromXY(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromXZ(FRotationMatrix* Self, INT_PTR XAxis, INT_PTR ZAxis) { auto& _p0 = *(FVector*)XAxis; auto& _p1 = *(FVector*)ZAxis; return (INT_PTR) new FMatrix(Self->MakeFromXZ(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromY(FRotationMatrix* Self, INT_PTR YAxis) { auto& _p0 = *(FVector*)YAxis; return (INT_PTR) new FMatrix(Self->MakeFromY(_p0)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromYX(FRotationMatrix* Self, INT_PTR YAxis, INT_PTR XAxis) { auto& _p0 = *(FVector*)YAxis; auto& _p1 = *(FVector*)XAxis; return (INT_PTR) new FMatrix(Self->MakeFromYX(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromYZ(FRotationMatrix* Self, INT_PTR YAxis, INT_PTR ZAxis) { auto& _p0 = *(FVector*)YAxis; auto& _p1 = *(FVector*)ZAxis; return (INT_PTR) new FMatrix(Self->MakeFromYZ(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromZ(FRotationMatrix* Self, INT_PTR ZAxis) { auto& _p0 = *(FVector*)ZAxis; return (INT_PTR) new FMatrix(Self->MakeFromZ(_p0)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromZX(FRotationMatrix* Self, INT_PTR ZAxis, INT_PTR XAxis) { auto& _p0 = *(FVector*)ZAxis; auto& _p1 = *(FVector*)XAxis; return (INT_PTR) new FMatrix(Self->MakeFromZX(_p0, _p1)); } DOTNET_EXPORT auto E_FRotationMatrix_MakeFromZY(FRotationMatrix* Self, INT_PTR ZAxis, INT_PTR YAxis) { auto& _p0 = *(FVector*)ZAxis; auto& _p1 = *(FVector*)YAxis; return (INT_PTR) new FMatrix(Self->MakeFromZY(_p0, _p1)); } /* FRotationTranslationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRotationTranslationMatrix_FRotator_FVector(INT_PTR Rot, INT_PTR Origin) { return (INT_PTR) new FRotationTranslationMatrix(*(FRotator*)Rot, *(FVector*)Origin); } DOTNET_EXPORT auto E_FRotationTranslationMatrix_Make(FRotationTranslationMatrix* Self, INT_PTR Rot, INT_PTR Origin) { auto& _p0 = *(FRotator*)Rot; auto& _p1 = *(FVector*)Origin; return (INT_PTR) new FMatrix(Self->Make(_p0, _p1)); } /* FRotator */ DOTNET_EXPORT INT_PTR E_CreateStruct_FRotator() { return (INT_PTR) new FRotator(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRotator_float(float InF) { return (INT_PTR) new FRotator(InF); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRotator_float_float_float(float InPitch, float InYaw, float InRoll) { return (INT_PTR) new FRotator(InPitch, InYaw, InRoll); } DOTNET_EXPORT INT_PTR E_CreateStruct_FRotator_FQuat(INT_PTR Quat) { return (INT_PTR) new FRotator(*(FQuat*)Quat); } DOTNET_EXPORT auto E_PROP_FRotator_Pitch_GET(FRotator* Ptr) { return Ptr->Pitch; } DOTNET_EXPORT void E_PROP_FRotator_Pitch_SET(FRotator* Ptr, float Value) { Ptr->Pitch = Value; } DOTNET_EXPORT auto E_PROP_FRotator_Roll_GET(FRotator* Ptr) { return Ptr->Roll; } DOTNET_EXPORT void E_PROP_FRotator_Roll_SET(FRotator* Ptr, float Value) { Ptr->Roll = Value; } DOTNET_EXPORT auto E_PROP_FRotator_Yaw_GET(FRotator* Ptr) { return Ptr->Yaw; } DOTNET_EXPORT void E_PROP_FRotator_Yaw_SET(FRotator* Ptr, float Value) { Ptr->Yaw = Value; } DOTNET_EXPORT auto E_PROP_FRotator_ZeroRotator_GET() { return (INT_PTR)&(FRotator::ZeroRotator); } DOTNET_EXPORT auto E_FRotator_Add(FRotator* Self, float DeltaPitch, float DeltaYaw, float DeltaRoll) { auto _p0 = DeltaPitch; auto _p1 = DeltaYaw; auto _p2 = DeltaRoll; return (INT_PTR) new FRotator(Self->Add(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FRotator_Clamp(FRotator* Self) { return (INT_PTR) new FRotator(Self->Clamp()); } DOTNET_EXPORT auto E_FRotator_ClampAxis(FRotator* Self, float Angle) { auto _p0 = Angle; return Self->ClampAxis(_p0); } DOTNET_EXPORT auto E_FRotator_CompressAxisToByte(FRotator* Self, float Angle) { auto _p0 = Angle; return Self->CompressAxisToByte(_p0); } DOTNET_EXPORT auto E_FRotator_ContainsNaN(FRotator* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FRotator_DecompressAxisFromByte(FRotator* Self, uint8 Angle) { auto _p0 = Angle; return Self->DecompressAxisFromByte(_p0); } DOTNET_EXPORT auto E_FRotator_DiagnosticCheckNaN(FRotator* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FRotator_Equals(FRotator* Self, INT_PTR R, float Tolerance) { auto& _p0 = *(FRotator*)R; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FRotator_Euler(FRotator* Self) { return (INT_PTR) new FVector(Self->Euler()); } DOTNET_EXPORT auto E_FRotator_GetDenormalized(FRotator* Self) { return (INT_PTR) new FRotator(Self->GetDenormalized()); } DOTNET_EXPORT auto E_FRotator_GetEquivalentRotator(FRotator* Self) { return (INT_PTR) new FRotator(Self->GetEquivalentRotator()); } DOTNET_EXPORT auto E_FRotator_GetInverse(FRotator* Self) { return (INT_PTR) new FRotator(Self->GetInverse()); } DOTNET_EXPORT auto E_FRotator_GetManhattanDistance(FRotator* Self, INT_PTR Rotator) { auto& _p0 = *(FRotator*)Rotator; return Self->GetManhattanDistance(_p0); } DOTNET_EXPORT auto E_FRotator_GetNormalized(FRotator* Self) { return (INT_PTR) new FRotator(Self->GetNormalized()); } DOTNET_EXPORT auto E_FRotator_GetWindingAndRemainder(FRotator* Self, INT_PTR Winding, INT_PTR Remainder) { auto& _p0 = *(FRotator*)Winding; auto& _p1 = *(FRotator*)Remainder; Self->GetWindingAndRemainder(_p0, _p1); } DOTNET_EXPORT auto E_FRotator_GridSnap(FRotator* Self, INT_PTR RotGrid) { auto& _p0 = *(FRotator*)RotGrid; return (INT_PTR) new FRotator(Self->GridSnap(_p0)); } DOTNET_EXPORT auto E_FRotator_InitFromString(FRotator* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FRotator_IsNearlyZero(FRotator* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsNearlyZero(_p0); } DOTNET_EXPORT auto E_FRotator_IsZero(FRotator* Self) { return Self->IsZero(); } DOTNET_EXPORT auto E_FRotator_MakeFromEuler(FRotator* Self, INT_PTR Euler) { auto& _p0 = *(FVector*)Euler; return (INT_PTR) new FRotator(Self->MakeFromEuler(_p0)); } DOTNET_EXPORT auto E_FRotator_Normalize(FRotator* Self) { Self->Normalize(); } DOTNET_EXPORT auto E_FRotator_NormalizeAxis(FRotator* Self, float Angle) { auto _p0 = Angle; return Self->NormalizeAxis(_p0); } DOTNET_EXPORT auto E_FRotator_Quaternion(FRotator* Self) { return (INT_PTR) new FQuat(Self->Quaternion()); } DOTNET_EXPORT auto E_FRotator_RotateVector(FRotator* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->RotateVector(_p0)); } DOTNET_EXPORT auto E_FRotator_SetClosestToMe(FRotator* Self, INT_PTR MakeClosest) { auto& _p0 = *(FRotator*)MakeClosest; Self->SetClosestToMe(_p0); } DOTNET_EXPORT auto E_FRotator_ToCompactString(FRotator* Self) { return ConvertToManage_StringWrapper(Self->ToCompactString()); } DOTNET_EXPORT auto E_FRotator_ToString(FRotator* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FRotator_UnrotateVector(FRotator* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->UnrotateVector(_p0)); } DOTNET_EXPORT auto E_FRotator_Vector(FRotator* Self) { return (INT_PTR) new FVector(Self->Vector()); } /* FScale */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScale() { return (INT_PTR) new FScale(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScale_float(float InScale) { return (INT_PTR) new FScale(InScale); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScale_FVector(INT_PTR InScale) { return (INT_PTR) new FScale(*(FVector*)InScale); } DOTNET_EXPORT auto E_FScale_GetVector(FScale* Self) { return (INT_PTR) const_cast<FVector*>(&(Self->GetVector())); } /* FScale2D */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScale2D() { return (INT_PTR) new FScale2D(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScale2D_float(float InScale) { return (INT_PTR) new FScale2D(InScale); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScale2D_float_float(float InScaleX, float InScaleY) { return (INT_PTR) new FScale2D(InScaleX, InScaleY); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScale2D_FVector2D(INT_PTR InScale) { return (INT_PTR) new FScale2D(*(FVector2D*)InScale); } DOTNET_EXPORT auto E_FScale2D_Concatenate(FScale2D* Self, INT_PTR RHS) { auto& _p0 = *(FScale2D*)RHS; return (INT_PTR) new FScale2D(Self->Concatenate(_p0)); } DOTNET_EXPORT auto E_FScale2D_GetVector(FScale2D* Self) { return (INT_PTR) const_cast<FVector2D*>(&(Self->GetVector())); } DOTNET_EXPORT auto E_FScale2D_Inverse(FScale2D* Self) { return (INT_PTR) new FScale2D(Self->Inverse()); } DOTNET_EXPORT auto E_FScale2D_TransformPoint(FScale2D* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return (INT_PTR) new FVector2D(Self->TransformPoint(_p0)); } DOTNET_EXPORT auto E_FScale2D_TransformVector(FScale2D* Self, INT_PTR Vector) { auto& _p0 = *(FVector2D*)Vector; return (INT_PTR) new FVector2D(Self->TransformVector(_p0)); } /* FScaleMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScaleMatrix_float(float Scale) { return (INT_PTR) new FScaleMatrix(Scale); } DOTNET_EXPORT INT_PTR E_CreateStruct_FScaleMatrix_FVector(INT_PTR Scale) { return (INT_PTR) new FScaleMatrix(*(FVector*)Scale); } DOTNET_EXPORT auto E_FScaleMatrix_Make(FScaleMatrix* Self, float Scale) { auto _p0 = Scale; return (INT_PTR) new FMatrix(Self->Make(_p0)); } DOTNET_EXPORT auto E_FScaleMatrix_Make_o1(FScaleMatrix* Self, INT_PTR Scale) { auto& _p0 = *(FVector*)Scale; return (INT_PTR) new FMatrix(Self->Make(_p0)); } /* FScaleRotationTranslationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScaleRotationTranslationMatrix_FVector_FRotator_FVector(INT_PTR Scale, INT_PTR Rot, INT_PTR Origin) { return (INT_PTR) new FScaleRotationTranslationMatrix(*(FVector*)Scale, *(FRotator*)Rot, *(FVector*)Origin); } /* FSceneCaptureViewInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSceneCaptureViewInfo() { return (INT_PTR) new FSceneCaptureViewInfo(); } DOTNET_EXPORT auto E_PROP_FSceneCaptureViewInfo_ProjectionMatrix_GET(FSceneCaptureViewInfo* Ptr) { return (INT_PTR)&(Ptr->ProjectionMatrix); } DOTNET_EXPORT void E_PROP_FSceneCaptureViewInfo_ProjectionMatrix_SET(FSceneCaptureViewInfo* Ptr, INT_PTR Value) { Ptr->ProjectionMatrix = *(FMatrix*)Value; } DOTNET_EXPORT auto E_PROP_FSceneCaptureViewInfo_StereoIPD_GET(FSceneCaptureViewInfo* Ptr) { return Ptr->StereoIPD; } DOTNET_EXPORT void E_PROP_FSceneCaptureViewInfo_StereoIPD_SET(FSceneCaptureViewInfo* Ptr, float Value) { Ptr->StereoIPD = Value; } DOTNET_EXPORT auto E_PROP_FSceneCaptureViewInfo_ViewLocation_GET(FSceneCaptureViewInfo* Ptr) { return (INT_PTR)&(Ptr->ViewLocation); } DOTNET_EXPORT void E_PROP_FSceneCaptureViewInfo_ViewLocation_SET(FSceneCaptureViewInfo* Ptr, INT_PTR Value) { Ptr->ViewLocation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSceneCaptureViewInfo_ViewRect_GET(FSceneCaptureViewInfo* Ptr) { return (INT_PTR)&(Ptr->ViewRect); } DOTNET_EXPORT void E_PROP_FSceneCaptureViewInfo_ViewRect_SET(FSceneCaptureViewInfo* Ptr, INT_PTR Value) { Ptr->ViewRect = *(FIntRect*)Value; } DOTNET_EXPORT auto E_PROP_FSceneCaptureViewInfo_ViewRotationMatrix_GET(FSceneCaptureViewInfo* Ptr) { return (INT_PTR)&(Ptr->ViewRotationMatrix); } DOTNET_EXPORT void E_PROP_FSceneCaptureViewInfo_ViewRotationMatrix_SET(FSceneCaptureViewInfo* Ptr, INT_PTR Value) { Ptr->ViewRotationMatrix = *(FMatrix*)Value; } /* FScopedLevelCollectionContextSwitch */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScopedLevelCollectionContextSwitch_int32_UWorld(int32 InLevelCollectionIndex, UWorld* InWorld) { return (INT_PTR) new FScopedLevelCollectionContextSwitch(InLevelCollectionIndex, InWorld); } /* FScreenMessageString */ DOTNET_EXPORT INT_PTR E_CreateStruct_FScreenMessageString() { return (INT_PTR) new FScreenMessageString(); } DOTNET_EXPORT auto E_PROP_FScreenMessageString_CurrentTimeDisplayed_GET(FScreenMessageString* Ptr) { return Ptr->CurrentTimeDisplayed; } DOTNET_EXPORT void E_PROP_FScreenMessageString_CurrentTimeDisplayed_SET(FScreenMessageString* Ptr, float Value) { Ptr->CurrentTimeDisplayed = Value; } DOTNET_EXPORT auto E_PROP_FScreenMessageString_ScreenMessage_GET(FScreenMessageString* Ptr) { return ConvertToManage_StringWrapper(Ptr->ScreenMessage); } DOTNET_EXPORT void E_PROP_FScreenMessageString_ScreenMessage_SET(FScreenMessageString* Ptr, char* Value) { Ptr->ScreenMessage = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FScreenMessageString_TextScale_GET(FScreenMessageString* Ptr) { return (INT_PTR)&(Ptr->TextScale); } DOTNET_EXPORT void E_PROP_FScreenMessageString_TextScale_SET(FScreenMessageString* Ptr, INT_PTR Value) { Ptr->TextScale = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FScreenMessageString_TimeToDisplay_GET(FScreenMessageString* Ptr) { return Ptr->TimeToDisplay; } DOTNET_EXPORT void E_PROP_FScreenMessageString_TimeToDisplay_SET(FScreenMessageString* Ptr, float Value) { Ptr->TimeToDisplay = Value; } /* FShear2D */ DOTNET_EXPORT INT_PTR E_CreateStruct_FShear2D() { return (INT_PTR) new FShear2D(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FShear2D_float_float(float ShearX, float ShearY) { return (INT_PTR) new FShear2D(ShearX, ShearY); } DOTNET_EXPORT INT_PTR E_CreateStruct_FShear2D_FVector2D(INT_PTR InShear) { return (INT_PTR) new FShear2D(*(FVector2D*)InShear); } DOTNET_EXPORT auto E_FShear2D_Concatenate(FShear2D* Self, INT_PTR RHS) { auto& _p0 = *(FShear2D*)RHS; return (INT_PTR) new FMatrix2x2(Self->Concatenate(_p0)); } DOTNET_EXPORT auto E_FShear2D_FromShearAngles(FShear2D* Self, INT_PTR InShearAngles) { auto& _p0 = *(FVector2D*)InShearAngles; return (INT_PTR) new FShear2D(Self->FromShearAngles(_p0)); } DOTNET_EXPORT auto E_FShear2D_GetVector(FShear2D* Self) { return (INT_PTR) const_cast<FVector2D*>(&(Self->GetVector())); } DOTNET_EXPORT auto E_FShear2D_Inverse(FShear2D* Self) { return (INT_PTR) new FMatrix2x2(Self->Inverse()); } DOTNET_EXPORT auto E_FShear2D_TransformPoint(FShear2D* Self, INT_PTR Point) { auto& _p0 = *(FVector2D*)Point; return (INT_PTR) new FVector2D(Self->TransformPoint(_p0)); } DOTNET_EXPORT auto E_FShear2D_TransformVector(FShear2D* Self, INT_PTR Vector) { auto& _p0 = *(FVector2D*)Vector; return (INT_PTR) new FVector2D(Self->TransformVector(_p0)); } /* FSimpleReticle */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSimpleReticle() { return (INT_PTR) new FSimpleReticle(); } DOTNET_EXPORT auto E_FSimpleReticle_Draw(FSimpleReticle* Self, UCanvas* InCanvas, INT_PTR InColor) { auto _p0 = InCanvas; auto _p1 = *(FLinearColor*)InColor; Self->Draw(_p0, _p1); } DOTNET_EXPORT auto E_FSimpleReticle_SetupReticle(FSimpleReticle* Self, float Length, float InnerSize) { auto _p0 = Length; auto _p1 = InnerSize; Self->SetupReticle(_p0, _p1); } /* FSimulatedRootMotionReplicatedMove */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSimulatedRootMotionReplicatedMove() { return (INT_PTR) new FSimulatedRootMotionReplicatedMove(); } DOTNET_EXPORT auto E_PROP_FSimulatedRootMotionReplicatedMove_RootMotion_GET(FSimulatedRootMotionReplicatedMove* Ptr) { return (INT_PTR)&(Ptr->RootMotion); } DOTNET_EXPORT void E_PROP_FSimulatedRootMotionReplicatedMove_RootMotion_SET(FSimulatedRootMotionReplicatedMove* Ptr, INT_PTR Value) { Ptr->RootMotion = *(FRepRootMotionMontage*)Value; } DOTNET_EXPORT auto E_PROP_FSimulatedRootMotionReplicatedMove_Time_GET(FSimulatedRootMotionReplicatedMove* Ptr) { return Ptr->Time; } DOTNET_EXPORT void E_PROP_FSimulatedRootMotionReplicatedMove_Time_SET(FSimulatedRootMotionReplicatedMove* Ptr, float Value) { Ptr->Time = Value; } /* FSkelMeshComponentLODInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSkelMeshComponentLODInfo() { return (INT_PTR) new FSkelMeshComponentLODInfo(); } DOTNET_EXPORT auto E_FSkelMeshComponentLODInfo_BeginReleaseOverrideSkinWeights(FSkelMeshComponentLODInfo* Self) { Self->BeginReleaseOverrideSkinWeights(); } DOTNET_EXPORT auto E_FSkelMeshComponentLODInfo_BeginReleaseOverrideVertexColors(FSkelMeshComponentLODInfo* Self) { Self->BeginReleaseOverrideVertexColors(); } DOTNET_EXPORT auto E_FSkelMeshComponentLODInfo_ReleaseOverrideSkinWeightsAndBlock(FSkelMeshComponentLODInfo* Self) { Self->ReleaseOverrideSkinWeightsAndBlock(); } DOTNET_EXPORT auto E_FSkelMeshComponentLODInfo_ReleaseOverrideVertexColorsAndBlock(FSkelMeshComponentLODInfo* Self) { Self->ReleaseOverrideVertexColorsAndBlock(); } /* FSkelMeshRefPoseOverride */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSkelMeshRefPoseOverride() { return (INT_PTR) new FSkelMeshRefPoseOverride(); } /* FSobol */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSobol() { return (INT_PTR) new FSobol(); } DOTNET_EXPORT auto E_PROP_FSobol_MaxCell2DBits_GET() { return FSobol::MaxCell2DBits; } DOTNET_EXPORT auto E_PROP_FSobol_MaxCell3DBits_GET() { return FSobol::MaxCell3DBits; } DOTNET_EXPORT auto E_PROP_FSobol_MaxDimension_GET() { return FSobol::MaxDimension; } /* FSphere */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSphere() { return (INT_PTR) new FSphere(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FSphere_int32(int32 _p0) { return (INT_PTR) new FSphere(_p0); } DOTNET_EXPORT INT_PTR E_CreateStruct_FSphere_FVector_float(INT_PTR InV, float InW) { return (INT_PTR) new FSphere(*(FVector*)InV, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FSphere_FVector_int32(INT_PTR Pts, int32 Count) { return (INT_PTR) new FSphere((FVector*)Pts, Count); } DOTNET_EXPORT auto E_PROP_FSphere_Center_GET(FSphere* Ptr) { return (INT_PTR)&(Ptr->Center); } DOTNET_EXPORT void E_PROP_FSphere_Center_SET(FSphere* Ptr, INT_PTR Value) { Ptr->Center = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSphere_W_GET(FSphere* Ptr) { return Ptr->W; } DOTNET_EXPORT void E_PROP_FSphere_W_SET(FSphere* Ptr, float Value) { Ptr->W = Value; } DOTNET_EXPORT auto E_FSphere_Equals(FSphere* Self, INT_PTR Sphere, float Tolerance) { auto& _p0 = *(FSphere*)Sphere; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FSphere_GetVolume(FSphere* Self) { return Self->GetVolume(); } DOTNET_EXPORT auto E_FSphere_Intersects(FSphere* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FSphere*)Other; auto _p1 = Tolerance; return Self->Intersects(_p0, _p1); } DOTNET_EXPORT auto E_FSphere_IsInside(FSphere* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FSphere*)Other; auto _p1 = Tolerance; return Self->IsInside(_p0, _p1); } DOTNET_EXPORT auto E_FSphere_IsInside_o1(FSphere* Self, INT_PTR In, float Tolerance) { auto& _p0 = *(FVector*)In; auto _p1 = Tolerance; return Self->IsInside(_p0, _p1); } DOTNET_EXPORT auto E_FSphere_TransformBy(FSphere* Self, INT_PTR M) { auto& _p0 = *(FMatrix*)M; return (INT_PTR) new FSphere(Self->TransformBy(_p0)); } DOTNET_EXPORT auto E_FSphere_TransformBy_o1(FSphere* Self, INT_PTR M) { auto& _p0 = *(FTransform*)M; return (INT_PTR) new FSphere(Self->TransformBy(_p0)); } /* FSplineCurves */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSplineCurves() { return (INT_PTR) new FSplineCurves(); } DOTNET_EXPORT auto E_FSplineCurves_GetSegmentLength(FSplineCurves* Self, int32 Index, float Param, bool bClosedLoop, INT_PTR Scale3D) { auto _p0 = Index; auto _p1 = Param; auto _p2 = bClosedLoop; auto& _p3 = *(FVector*)Scale3D; return Self->GetSegmentLength(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FSplineCurves_GetSplineLength(FSplineCurves* Self) { return Self->GetSplineLength(); } DOTNET_EXPORT auto E_FSplineCurves_UpdateSpline(FSplineCurves* Self, bool bClosedLoop, bool bStationaryEndpoints, int32 ReparamStepsPerSegment, bool bLoopPositionOverride, float LoopPosition, INT_PTR Scale3D) { auto _p0 = bClosedLoop; auto _p1 = bStationaryEndpoints; auto _p2 = ReparamStepsPerSegment; auto _p3 = bLoopPositionOverride; auto _p4 = LoopPosition; auto& _p5 = *(FVector*)Scale3D; Self->UpdateSpline(_p0, _p1, _p2, _p3, _p4, _p5); } /* FSplineMeshParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSplineMeshParams() { return (INT_PTR) new FSplineMeshParams(); } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_EndOffset_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->EndOffset); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_EndOffset_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->EndOffset = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_EndPos_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->EndPos); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_EndPos_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->EndPos = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_EndRoll_GET(FSplineMeshParams* Ptr) { return Ptr->EndRoll; } DOTNET_EXPORT void E_PROP_FSplineMeshParams_EndRoll_SET(FSplineMeshParams* Ptr, float Value) { Ptr->EndRoll = Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_EndScale_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->EndScale); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_EndScale_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->EndScale = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_EndTangent_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->EndTangent); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_EndTangent_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->EndTangent = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_StartOffset_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->StartOffset); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_StartOffset_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->StartOffset = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_StartPos_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->StartPos); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_StartPos_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->StartPos = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_StartRoll_GET(FSplineMeshParams* Ptr) { return Ptr->StartRoll; } DOTNET_EXPORT void E_PROP_FSplineMeshParams_StartRoll_SET(FSplineMeshParams* Ptr, float Value) { Ptr->StartRoll = Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_StartScale_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->StartScale); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_StartScale_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->StartScale = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FSplineMeshParams_StartTangent_GET(FSplineMeshParams* Ptr) { return (INT_PTR)&(Ptr->StartTangent); } DOTNET_EXPORT void E_PROP_FSplineMeshParams_StartTangent_SET(FSplineMeshParams* Ptr, INT_PTR Value) { Ptr->StartTangent = *(FVector*)Value; } /* FSplinePoint */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSplinePoint() { return (INT_PTR) new FSplinePoint(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FSplinePoint_float_FVector(float InInputKey, INT_PTR InPosition) { return (INT_PTR) new FSplinePoint(InInputKey, *(FVector*)InPosition); } DOTNET_EXPORT INT_PTR E_CreateStruct_FSplinePoint_float_FVector_FVector_FVector_FRotator_FVector(float InInputKey, INT_PTR InPosition, INT_PTR InArriveTangent, INT_PTR InLeaveTangent, INT_PTR InRotation, INT_PTR InScale) { return (INT_PTR) new FSplinePoint(InInputKey, *(FVector*)InPosition, *(FVector*)InArriveTangent, *(FVector*)InLeaveTangent, *(FRotator*)InRotation, *(FVector*)InScale); } DOTNET_EXPORT auto E_PROP_FSplinePoint_ArriveTangent_GET(FSplinePoint* Ptr) { return (INT_PTR)&(Ptr->ArriveTangent); } DOTNET_EXPORT void E_PROP_FSplinePoint_ArriveTangent_SET(FSplinePoint* Ptr, INT_PTR Value) { Ptr->ArriveTangent = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplinePoint_InputKey_GET(FSplinePoint* Ptr) { return Ptr->InputKey; } DOTNET_EXPORT void E_PROP_FSplinePoint_InputKey_SET(FSplinePoint* Ptr, float Value) { Ptr->InputKey = Value; } DOTNET_EXPORT auto E_PROP_FSplinePoint_LeaveTangent_GET(FSplinePoint* Ptr) { return (INT_PTR)&(Ptr->LeaveTangent); } DOTNET_EXPORT void E_PROP_FSplinePoint_LeaveTangent_SET(FSplinePoint* Ptr, INT_PTR Value) { Ptr->LeaveTangent = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplinePoint_Position_GET(FSplinePoint* Ptr) { return (INT_PTR)&(Ptr->Position); } DOTNET_EXPORT void E_PROP_FSplinePoint_Position_SET(FSplinePoint* Ptr, INT_PTR Value) { Ptr->Position = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FSplinePoint_Rotation_GET(FSplinePoint* Ptr) { return (INT_PTR)&(Ptr->Rotation); } DOTNET_EXPORT void E_PROP_FSplinePoint_Rotation_SET(FSplinePoint* Ptr, INT_PTR Value) { Ptr->Rotation = *(FRotator*)Value; } DOTNET_EXPORT auto E_PROP_FSplinePoint_Scale_GET(FSplinePoint* Ptr) { return (INT_PTR)&(Ptr->Scale); } DOTNET_EXPORT void E_PROP_FSplinePoint_Scale_SET(FSplinePoint* Ptr, INT_PTR Value) { Ptr->Scale = *(FVector*)Value; } /* FSpriteCategoryInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSpriteCategoryInfo() { return (INT_PTR) new FSpriteCategoryInfo(); } DOTNET_EXPORT auto E_PROP_FSpriteCategoryInfo_Category_GET(FSpriteCategoryInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->Category); } DOTNET_EXPORT void E_PROP_FSpriteCategoryInfo_Category_SET(FSpriteCategoryInfo* Ptr, char* Value) { Ptr->Category = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FSpriteCategoryInfo_Description_GET(FSpriteCategoryInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->Description); } DOTNET_EXPORT void E_PROP_FSpriteCategoryInfo_Description_SET(FSpriteCategoryInfo* Ptr, char* Value) { Ptr->Description = ConvertFromManage_FText(Value); } DOTNET_EXPORT auto E_PROP_FSpriteCategoryInfo_DisplayName_GET(FSpriteCategoryInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->DisplayName); } DOTNET_EXPORT void E_PROP_FSpriteCategoryInfo_DisplayName_SET(FSpriteCategoryInfo* Ptr, char* Value) { Ptr->DisplayName = ConvertFromManage_FText(Value); } /* FStatColorMapEntry */ DOTNET_EXPORT INT_PTR E_CreateStruct_FStatColorMapEntry() { return (INT_PTR) new FStatColorMapEntry(); } DOTNET_EXPORT auto E_PROP_FStatColorMapEntry_In_GET(FStatColorMapEntry* Ptr) { return Ptr->In; } DOTNET_EXPORT void E_PROP_FStatColorMapEntry_In_SET(FStatColorMapEntry* Ptr, float Value) { Ptr->In = Value; } /* FStatColorMapping */ DOTNET_EXPORT INT_PTR E_CreateStruct_FStatColorMapping() { return (INT_PTR) new FStatColorMapping(); } DOTNET_EXPORT auto E_PROP_FStatColorMapping_StatName_GET(FStatColorMapping* Ptr) { return ConvertToManage_StringWrapper(Ptr->StatName); } DOTNET_EXPORT void E_PROP_FStatColorMapping_StatName_SET(FStatColorMapping* Ptr, char* Value) { Ptr->StatName = ConvertFromManage_FString(Value); } /* FStaticMeshVertexColorLODData */ DOTNET_EXPORT INT_PTR E_CreateStruct_FStaticMeshVertexColorLODData() { return (INT_PTR) new FStaticMeshVertexColorLODData(); } DOTNET_EXPORT auto E_FStaticMeshVertexColorLODData_IsValid(FStaticMeshVertexColorLODData* Self) { return Self->IsValid(); } /* FStructRedirect */ DOTNET_EXPORT INT_PTR E_CreateStruct_FStructRedirect() { return (INT_PTR) new FStructRedirect(); } DOTNET_EXPORT auto E_PROP_FStructRedirect_NewStructName_GET(FStructRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->NewStructName); } DOTNET_EXPORT void E_PROP_FStructRedirect_NewStructName_SET(FStructRedirect* Ptr, char* Value) { Ptr->NewStructName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FStructRedirect_OldStructName_GET(FStructRedirect* Ptr) { return ConvertToManage_StringWrapper(Ptr->OldStructName); } DOTNET_EXPORT void E_PROP_FStructRedirect_OldStructName_SET(FStructRedirect* Ptr, char* Value) { Ptr->OldStructName = ConvertFromManage_FName(Value); } /* FSubtitleCue */ DOTNET_EXPORT INT_PTR E_CreateStruct_FSubtitleCue() { return (INT_PTR) new FSubtitleCue(); } DOTNET_EXPORT auto E_PROP_FSubtitleCue_Text_GET(FSubtitleCue* Ptr) { return ConvertToManage_StringWrapper(Ptr->Text); } DOTNET_EXPORT void E_PROP_FSubtitleCue_Text_SET(FSubtitleCue* Ptr, char* Value) { Ptr->Text = ConvertFromManage_FText(Value); } DOTNET_EXPORT auto E_PROP_FSubtitleCue_Time_GET(FSubtitleCue* Ptr) { return Ptr->Time; } DOTNET_EXPORT void E_PROP_FSubtitleCue_Time_SET(FSubtitleCue* Ptr, float Value) { Ptr->Time = Value; } /* FTickFunction */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTickFunction() { return (INT_PTR) new FTickFunction(); } DOTNET_EXPORT auto E_PROP_FTickFunction_bAllowTickOnDedicatedServer_GET(FTickFunction* Ptr) { return Ptr->bAllowTickOnDedicatedServer; } DOTNET_EXPORT void E_PROP_FTickFunction_bAllowTickOnDedicatedServer_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bAllowTickOnDedicatedServer = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_bCanEverTick_GET(FTickFunction* Ptr) { return Ptr->bCanEverTick; } DOTNET_EXPORT void E_PROP_FTickFunction_bCanEverTick_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bCanEverTick = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_bHighPriority_GET(FTickFunction* Ptr) { return Ptr->bHighPriority; } DOTNET_EXPORT void E_PROP_FTickFunction_bHighPriority_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bHighPriority = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_bRunOnAnyThread_GET(FTickFunction* Ptr) { return Ptr->bRunOnAnyThread; } DOTNET_EXPORT void E_PROP_FTickFunction_bRunOnAnyThread_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bRunOnAnyThread = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_bStartWithTickEnabled_GET(FTickFunction* Ptr) { return Ptr->bStartWithTickEnabled; } DOTNET_EXPORT void E_PROP_FTickFunction_bStartWithTickEnabled_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bStartWithTickEnabled = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_bTickEvenWhenPaused_GET(FTickFunction* Ptr) { return Ptr->bTickEvenWhenPaused; } DOTNET_EXPORT void E_PROP_FTickFunction_bTickEvenWhenPaused_SET(FTickFunction* Ptr, uint8 Value) { Ptr->bTickEvenWhenPaused = Value; } DOTNET_EXPORT auto E_PROP_FTickFunction_TickInterval_GET(FTickFunction* Ptr) { return Ptr->TickInterval; } DOTNET_EXPORT void E_PROP_FTickFunction_TickInterval_SET(FTickFunction* Ptr, float Value) { Ptr->TickInterval = Value; } DOTNET_EXPORT auto E_FTickFunction_IsCompletionHandleValid(FTickFunction* Self) { return Self->IsCompletionHandleValid(); } DOTNET_EXPORT auto E_FTickFunction_IsTickFunctionEnabled(FTickFunction* Self) { return Self->IsTickFunctionEnabled(); } DOTNET_EXPORT auto E_FTickFunction_IsTickFunctionRegistered(FTickFunction* Self) { return Self->IsTickFunctionRegistered(); } DOTNET_EXPORT auto E_FTickFunction_SetPriorityIncludingPrerequisites(FTickFunction* Self, bool bInHighPriority) { auto _p0 = bInHighPriority; Self->SetPriorityIncludingPrerequisites(_p0); } DOTNET_EXPORT auto E_FTickFunction_SetTickFunctionEnable(FTickFunction* Self, bool bInEnabled) { auto _p0 = bInEnabled; Self->SetTickFunctionEnable(_p0); } DOTNET_EXPORT auto E_FTickFunction_UnRegisterTickFunction(FTickFunction* Self) { Self->UnRegisterTickFunction(); } /* FTimeline */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTimeline() { return (INT_PTR) new FTimeline(); } DOTNET_EXPORT auto E_FTimeline_GetPlaybackPosition(FTimeline* Self) { return Self->GetPlaybackPosition(); } DOTNET_EXPORT auto E_FTimeline_GetPlayRate(FTimeline* Self) { return Self->GetPlayRate(); } DOTNET_EXPORT auto E_FTimeline_GetTimelineLength(FTimeline* Self) { return Self->GetTimelineLength(); } DOTNET_EXPORT auto E_FTimeline_IsLooping(FTimeline* Self) { return Self->IsLooping(); } DOTNET_EXPORT auto E_FTimeline_IsPlaying(FTimeline* Self) { return Self->IsPlaying(); } DOTNET_EXPORT auto E_FTimeline_IsReversing(FTimeline* Self) { return Self->IsReversing(); } DOTNET_EXPORT auto E_FTimeline_Play(FTimeline* Self) { Self->Play(); } DOTNET_EXPORT auto E_FTimeline_PlayFromStart(FTimeline* Self) { Self->PlayFromStart(); } DOTNET_EXPORT auto E_FTimeline_Reverse(FTimeline* Self) { Self->Reverse(); } DOTNET_EXPORT auto E_FTimeline_ReverseFromEnd(FTimeline* Self) { Self->ReverseFromEnd(); } DOTNET_EXPORT auto E_FTimeline_SetDirectionPropertyName(FTimeline* Self, char* InDirectionPropertyName) { auto _p0 = ConvertFromManage_FName(InDirectionPropertyName); Self->SetDirectionPropertyName(_p0); } DOTNET_EXPORT auto E_FTimeline_SetLooping(FTimeline* Self, bool bNewLooping) { auto _p0 = bNewLooping; Self->SetLooping(_p0); } DOTNET_EXPORT auto E_FTimeline_SetNewTime(FTimeline* Self, float NewTime) { auto _p0 = NewTime; Self->SetNewTime(_p0); } DOTNET_EXPORT auto E_FTimeline_SetPlaybackPosition(FTimeline* Self, float NewPosition, bool bFireEvents, bool bFireUpdate) { auto _p0 = NewPosition; auto _p1 = bFireEvents; auto _p2 = bFireUpdate; Self->SetPlaybackPosition(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTimeline_SetPlayRate(FTimeline* Self, float NewRate) { auto _p0 = NewRate; Self->SetPlayRate(_p0); } DOTNET_EXPORT auto E_FTimeline_SetPropertySetObject(FTimeline* Self, UObject* NewPropertySetObject) { auto _p0 = NewPropertySetObject; Self->SetPropertySetObject(_p0); } DOTNET_EXPORT auto E_FTimeline_SetTimelineLength(FTimeline* Self, float NewLength) { auto _p0 = NewLength; Self->SetTimelineLength(_p0); } DOTNET_EXPORT auto E_FTimeline_SetTimelineLengthMode(FTimeline* Self, ETimelineLengthMode NewMode) { auto _p0 = NewMode; Self->SetTimelineLengthMode(_p0); } DOTNET_EXPORT auto E_FTimeline_Stop(FTimeline* Self) { Self->Stop(); } DOTNET_EXPORT auto E_FTimeline_TickTimeline(FTimeline* Self, float DeltaTime) { auto _p0 = DeltaTime; Self->TickTimeline(_p0); } /* FTimelineEventEntry */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTimelineEventEntry() { return (INT_PTR) new FTimelineEventEntry(); } DOTNET_EXPORT auto E_PROP_FTimelineEventEntry_Time_GET(FTimelineEventEntry* Ptr) { return Ptr->Time; } DOTNET_EXPORT void E_PROP_FTimelineEventEntry_Time_SET(FTimelineEventEntry* Ptr, float Value) { Ptr->Time = Value; } /* FTimelineFloatTrack */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTimelineFloatTrack() { return (INT_PTR) new FTimelineFloatTrack(); } DOTNET_EXPORT auto E_PROP_FTimelineFloatTrack_FloatPropertyName_GET(FTimelineFloatTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->FloatPropertyName); } DOTNET_EXPORT void E_PROP_FTimelineFloatTrack_FloatPropertyName_SET(FTimelineFloatTrack* Ptr, char* Value) { Ptr->FloatPropertyName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FTimelineFloatTrack_TrackName_GET(FTimelineFloatTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->TrackName); } DOTNET_EXPORT void E_PROP_FTimelineFloatTrack_TrackName_SET(FTimelineFloatTrack* Ptr, char* Value) { Ptr->TrackName = ConvertFromManage_FName(Value); } /* FTimelineLinearColorTrack */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTimelineLinearColorTrack() { return (INT_PTR) new FTimelineLinearColorTrack(); } DOTNET_EXPORT auto E_PROP_FTimelineLinearColorTrack_LinearColorPropertyName_GET(FTimelineLinearColorTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->LinearColorPropertyName); } DOTNET_EXPORT void E_PROP_FTimelineLinearColorTrack_LinearColorPropertyName_SET(FTimelineLinearColorTrack* Ptr, char* Value) { Ptr->LinearColorPropertyName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FTimelineLinearColorTrack_TrackName_GET(FTimelineLinearColorTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->TrackName); } DOTNET_EXPORT void E_PROP_FTimelineLinearColorTrack_TrackName_SET(FTimelineLinearColorTrack* Ptr, char* Value) { Ptr->TrackName = ConvertFromManage_FName(Value); } /* FTimelineVectorTrack */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTimelineVectorTrack() { return (INT_PTR) new FTimelineVectorTrack(); } DOTNET_EXPORT auto E_PROP_FTimelineVectorTrack_TrackName_GET(FTimelineVectorTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->TrackName); } DOTNET_EXPORT void E_PROP_FTimelineVectorTrack_TrackName_SET(FTimelineVectorTrack* Ptr, char* Value) { Ptr->TrackName = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FTimelineVectorTrack_VectorPropertyName_GET(FTimelineVectorTrack* Ptr) { return ConvertToManage_StringWrapper(Ptr->VectorPropertyName); } DOTNET_EXPORT void E_PROP_FTimelineVectorTrack_VectorPropertyName_SET(FTimelineVectorTrack* Ptr, char* Value) { Ptr->VectorPropertyName = ConvertFromManage_FName(Value); } /* FTouchInputControl */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTouchInputControl() { return (INT_PTR) new FTouchInputControl(); } DOTNET_EXPORT auto E_PROP_FTouchInputControl_Center_GET(FTouchInputControl* Ptr) { return (INT_PTR)&(Ptr->Center); } DOTNET_EXPORT void E_PROP_FTouchInputControl_Center_SET(FTouchInputControl* Ptr, INT_PTR Value) { Ptr->Center = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FTouchInputControl_InputScale_GET(FTouchInputControl* Ptr) { return (INT_PTR)&(Ptr->InputScale); } DOTNET_EXPORT void E_PROP_FTouchInputControl_InputScale_SET(FTouchInputControl* Ptr, INT_PTR Value) { Ptr->InputScale = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FTouchInputControl_InteractionSize_GET(FTouchInputControl* Ptr) { return (INT_PTR)&(Ptr->InteractionSize); } DOTNET_EXPORT void E_PROP_FTouchInputControl_InteractionSize_SET(FTouchInputControl* Ptr, INT_PTR Value) { Ptr->InteractionSize = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FTouchInputControl_ThumbSize_GET(FTouchInputControl* Ptr) { return (INT_PTR)&(Ptr->ThumbSize); } DOTNET_EXPORT void E_PROP_FTouchInputControl_ThumbSize_SET(FTouchInputControl* Ptr, INT_PTR Value) { Ptr->ThumbSize = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_FTouchInputControl_VisualSize_GET(FTouchInputControl* Ptr) { return (INT_PTR)&(Ptr->VisualSize); } DOTNET_EXPORT void E_PROP_FTouchInputControl_VisualSize_SET(FTouchInputControl* Ptr, INT_PTR Value) { Ptr->VisualSize = *(FVector2D*)Value; } /* FTransform */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform() { return (INT_PTR) new FTransform(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FVector(INT_PTR InTranslation) { return (INT_PTR) new FTransform(*(FVector*)InTranslation); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FQuat(INT_PTR InRotation) { return (INT_PTR) new FTransform(*(FQuat*)InRotation); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FRotator(INT_PTR InRotation) { return (INT_PTR) new FTransform(*(FRotator*)InRotation); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FQuat_FVector_FVector(INT_PTR InRotation, INT_PTR InTranslation, INT_PTR InScale3D) { return (INT_PTR) new FTransform(*(FQuat*)InRotation, *(FVector*)InTranslation, *(FVector*)InScale3D); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FRotator_FVector_FVector(INT_PTR InRotation, INT_PTR InTranslation, INT_PTR InScale3D) { return (INT_PTR) new FTransform(*(FRotator*)InRotation, *(FVector*)InTranslation, *(FVector*)InScale3D); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FTransform(INT_PTR InTransform) { return (INT_PTR) new FTransform(*(FTransform*)InTransform); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FMatrix(INT_PTR InMatrix) { return (INT_PTR) new FTransform(*(FMatrix*)InMatrix); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTransform_FVector_FVector_FVector_FVector(INT_PTR InX, INT_PTR InY, INT_PTR InZ, INT_PTR InTranslation) { return (INT_PTR) new FTransform(*(FVector*)InX, *(FVector*)InY, *(FVector*)InZ, *(FVector*)InTranslation); } DOTNET_EXPORT auto E_PROP_FTransform_Identity_GET() { return (INT_PTR)&(FTransform::Identity); } DOTNET_EXPORT auto E_FTransform_Accumulate(FTransform* Self, INT_PTR SourceAtom) { auto& _p0 = *(FTransform*)SourceAtom; Self->Accumulate(_p0); } DOTNET_EXPORT auto E_FTransform_AddToTranslation(FTransform* Self, INT_PTR DeltaTranslation) { auto& _p0 = *(FVector*)DeltaTranslation; Self->AddToTranslation(_p0); } DOTNET_EXPORT auto E_FTransform_AddTranslations(FTransform* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FTransform*)A; auto& _p1 = *(FTransform*)B; return (INT_PTR) new FVector(Self->AddTranslations(_p0, _p1)); } DOTNET_EXPORT auto E_FTransform_AnyHasNegativeScale(FTransform* Self, INT_PTR InScale3D, INT_PTR InOtherScale3D) { auto& _p0 = *(FVector*)InScale3D; auto& _p1 = *(FVector*)InOtherScale3D; return Self->AnyHasNegativeScale(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_AreRotationsEqual(FTransform* Self, INT_PTR A, INT_PTR B, float Tolerance) { auto& _p0 = *(FTransform*)A; auto& _p1 = *(FTransform*)B; auto _p2 = Tolerance; return Self->AreRotationsEqual(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_AreScale3DsEqual(FTransform* Self, INT_PTR A, INT_PTR B, float Tolerance) { auto& _p0 = *(FTransform*)A; auto& _p1 = *(FTransform*)B; auto _p2 = Tolerance; return Self->AreScale3DsEqual(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_AreTranslationsEqual(FTransform* Self, INT_PTR A, INT_PTR B, float Tolerance) { auto& _p0 = *(FTransform*)A; auto& _p1 = *(FTransform*)B; auto _p2 = Tolerance; return Self->AreTranslationsEqual(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_Blend(FTransform* Self, INT_PTR Atom1, INT_PTR Atom2, float Alpha) { auto& _p0 = *(FTransform*)Atom1; auto& _p1 = *(FTransform*)Atom2; auto _p2 = Alpha; Self->Blend(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_BlendWith(FTransform* Self, INT_PTR OtherAtom, float Alpha) { auto& _p0 = *(FTransform*)OtherAtom; auto _p1 = Alpha; Self->BlendWith(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_ConcatenateRotation(FTransform* Self, INT_PTR DeltaRotation) { auto& _p0 = *(FQuat*)DeltaRotation; Self->ConcatenateRotation(_p0); } DOTNET_EXPORT auto E_FTransform_ContainsNaN(FTransform* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FTransform_CopyRotation(FTransform* Self, INT_PTR Other) { auto& _p0 = *(FTransform*)Other; Self->CopyRotation(_p0); } DOTNET_EXPORT auto E_FTransform_CopyRotationPart(FTransform* Self, INT_PTR SrcBA) { auto& _p0 = *(FTransform*)SrcBA; Self->CopyRotationPart(_p0); } DOTNET_EXPORT auto E_FTransform_CopyScale3D(FTransform* Self, INT_PTR Other) { auto& _p0 = *(FTransform*)Other; Self->CopyScale3D(_p0); } DOTNET_EXPORT auto E_FTransform_CopyTranslation(FTransform* Self, INT_PTR Other) { auto& _p0 = *(FTransform*)Other; Self->CopyTranslation(_p0); } DOTNET_EXPORT auto E_FTransform_CopyTranslationAndScale3D(FTransform* Self, INT_PTR SrcBA) { auto& _p0 = *(FTransform*)SrcBA; Self->CopyTranslationAndScale3D(_p0); } DOTNET_EXPORT auto E_FTransform_DebugPrint(FTransform* Self) { Self->DebugPrint(); } DOTNET_EXPORT auto E_FTransform_DiagnosticCheck_IsValid(FTransform* Self) { Self->DiagnosticCheck_IsValid(); } DOTNET_EXPORT auto E_FTransform_DiagnosticCheckNaN_All(FTransform* Self) { Self->DiagnosticCheckNaN_All(); } DOTNET_EXPORT auto E_FTransform_DiagnosticCheckNaN_Rotate(FTransform* Self) { Self->DiagnosticCheckNaN_Rotate(); } DOTNET_EXPORT auto E_FTransform_DiagnosticCheckNaN_Scale3D(FTransform* Self) { Self->DiagnosticCheckNaN_Scale3D(); } DOTNET_EXPORT auto E_FTransform_DiagnosticCheckNaN_Translate(FTransform* Self) { Self->DiagnosticCheckNaN_Translate(); } DOTNET_EXPORT auto E_FTransform_Equals(FTransform* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FTransform*)Other; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_EqualsNoScale(FTransform* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FTransform*)Other; auto _p1 = Tolerance; return Self->EqualsNoScale(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_GetDeterminant(FTransform* Self) { return Self->GetDeterminant(); } DOTNET_EXPORT auto E_FTransform_GetLocation(FTransform* Self) { return (INT_PTR) new FVector(Self->GetLocation()); } DOTNET_EXPORT auto E_FTransform_GetMaximumAxisScale(FTransform* Self) { return Self->GetMaximumAxisScale(); } DOTNET_EXPORT auto E_FTransform_GetMinimumAxisScale(FTransform* Self) { return Self->GetMinimumAxisScale(); } DOTNET_EXPORT auto E_FTransform_GetRelativeTransform(FTransform* Self, INT_PTR Other) { auto& _p0 = *(FTransform*)Other; return (INT_PTR) new FTransform(Self->GetRelativeTransform(_p0)); } DOTNET_EXPORT auto E_FTransform_GetRelativeTransformReverse(FTransform* Self, INT_PTR Other) { auto& _p0 = *(FTransform*)Other; return (INT_PTR) new FTransform(Self->GetRelativeTransformReverse(_p0)); } DOTNET_EXPORT auto E_FTransform_GetRotation(FTransform* Self) { return (INT_PTR) new FQuat(Self->GetRotation()); } DOTNET_EXPORT auto E_FTransform_GetSafeScaleReciprocal(FTransform* Self, INT_PTR InScale, float Tolerance) { auto& _p0 = *(FVector*)InScale; auto _p1 = Tolerance; return (INT_PTR) new FVector(Self->GetSafeScaleReciprocal(_p0, _p1)); } DOTNET_EXPORT auto E_FTransform_GetScale3D(FTransform* Self) { return (INT_PTR) new FVector(Self->GetScale3D()); } DOTNET_EXPORT auto E_FTransform_GetScaled(FTransform* Self, float Scale) { auto _p0 = Scale; return (INT_PTR) new FTransform(Self->GetScaled(_p0)); } DOTNET_EXPORT auto E_FTransform_GetScaled_o1(FTransform* Self, INT_PTR Scale) { auto _p0 = *(FVector*)Scale; return (INT_PTR) new FTransform(Self->GetScaled(_p0)); } DOTNET_EXPORT auto E_FTransform_GetTranslation(FTransform* Self) { return (INT_PTR) new FVector(Self->GetTranslation()); } DOTNET_EXPORT auto E_FTransform_InitFromString(FTransform* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FTransform_Inverse(FTransform* Self) { return (INT_PTR) new FTransform(Self->Inverse()); } DOTNET_EXPORT auto E_FTransform_InverseTransformPosition(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->InverseTransformPosition(_p0)); } DOTNET_EXPORT auto E_FTransform_InverseTransformPositionNoScale(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->InverseTransformPositionNoScale(_p0)); } DOTNET_EXPORT auto E_FTransform_InverseTransformRotation(FTransform* Self, INT_PTR Q) { auto& _p0 = *(FQuat*)Q; return (INT_PTR) new FQuat(Self->InverseTransformRotation(_p0)); } DOTNET_EXPORT auto E_FTransform_InverseTransformVector(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->InverseTransformVector(_p0)); } DOTNET_EXPORT auto E_FTransform_InverseTransformVectorNoScale(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->InverseTransformVectorNoScale(_p0)); } DOTNET_EXPORT auto E_FTransform_IsRotationNormalized(FTransform* Self) { return Self->IsRotationNormalized(); } DOTNET_EXPORT auto E_FTransform_IsValid(FTransform* Self) { return Self->IsValid(); } DOTNET_EXPORT auto E_FTransform_Multiply(FTransform* Self, INT_PTR OutTransform, INT_PTR A, INT_PTR B) { auto _p0 = (FTransform*)OutTransform; auto _p1 = (FTransform*)A; auto _p2 = (FTransform*)B; Self->Multiply(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_MultiplyScale3D(FTransform* Self, INT_PTR Scale3DMultiplier) { auto& _p0 = *(FVector*)Scale3DMultiplier; Self->MultiplyScale3D(_p0); } DOTNET_EXPORT auto E_FTransform_NormalizeRotation(FTransform* Self) { Self->NormalizeRotation(); } DOTNET_EXPORT auto E_FTransform_RemoveScaling(FTransform* Self, float Tolerance) { auto _p0 = Tolerance; Self->RemoveScaling(_p0); } DOTNET_EXPORT auto E_FTransform_RotationEquals(FTransform* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FTransform*)Other; auto _p1 = Tolerance; return Self->RotationEquals(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_Rotator(FTransform* Self) { return (INT_PTR) new FRotator(Self->Rotator()); } DOTNET_EXPORT auto E_FTransform_Scale3DEquals(FTransform* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FTransform*)Other; auto _p1 = Tolerance; return Self->Scale3DEquals(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_ScaleTranslation(FTransform* Self, INT_PTR InScale3D) { auto& _p0 = *(FVector*)InScale3D; Self->ScaleTranslation(_p0); } DOTNET_EXPORT auto E_FTransform_ScaleTranslation_o1(FTransform* Self, float Scale) { auto& _p0 = Scale; Self->ScaleTranslation(_p0); } DOTNET_EXPORT auto E_FTransform_SetComponents(FTransform* Self, INT_PTR InRotation, INT_PTR InTranslation, INT_PTR InScale3D) { auto& _p0 = *(FQuat*)InRotation; auto& _p1 = *(FVector*)InTranslation; auto& _p2 = *(FVector*)InScale3D; Self->SetComponents(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FTransform_SetFromMatrix(FTransform* Self, INT_PTR InMatrix) { auto& _p0 = *(FMatrix*)InMatrix; Self->SetFromMatrix(_p0); } DOTNET_EXPORT auto E_FTransform_SetIdentity(FTransform* Self) { Self->SetIdentity(); } DOTNET_EXPORT auto E_FTransform_SetLocation(FTransform* Self, INT_PTR Origin) { auto& _p0 = *(FVector*)Origin; Self->SetLocation(_p0); } DOTNET_EXPORT auto E_FTransform_SetRotation(FTransform* Self, INT_PTR NewRotation) { auto& _p0 = *(FQuat*)NewRotation; Self->SetRotation(_p0); } DOTNET_EXPORT auto E_FTransform_SetScale3D(FTransform* Self, INT_PTR NewScale3D) { auto& _p0 = *(FVector*)NewScale3D; Self->SetScale3D(_p0); } DOTNET_EXPORT auto E_FTransform_SetToRelativeTransform(FTransform* Self, INT_PTR ParentTransform) { auto& _p0 = *(FTransform*)ParentTransform; Self->SetToRelativeTransform(_p0); } DOTNET_EXPORT auto E_FTransform_SetTranslation(FTransform* Self, INT_PTR NewTranslation) { auto& _p0 = *(FVector*)NewTranslation; Self->SetTranslation(_p0); } DOTNET_EXPORT auto E_FTransform_SetTranslationAndScale3D(FTransform* Self, INT_PTR NewTranslation, INT_PTR NewScale3D) { auto& _p0 = *(FVector*)NewTranslation; auto& _p1 = *(FVector*)NewScale3D; Self->SetTranslationAndScale3D(_p0, _p1); } DOTNET_EXPORT auto E_FTransform_SubtractTranslations(FTransform* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FTransform*)A; auto& _p1 = *(FTransform*)B; return (INT_PTR) new FVector(Self->SubtractTranslations(_p0, _p1)); } DOTNET_EXPORT auto E_FTransform_ToHumanReadableString(FTransform* Self) { return ConvertToManage_StringWrapper(Self->ToHumanReadableString()); } DOTNET_EXPORT auto E_FTransform_ToInverseMatrixWithScale(FTransform* Self) { return (INT_PTR) new FMatrix(Self->ToInverseMatrixWithScale()); } DOTNET_EXPORT auto E_FTransform_ToMatrixNoScale(FTransform* Self) { return (INT_PTR) new FMatrix(Self->ToMatrixNoScale()); } DOTNET_EXPORT auto E_FTransform_ToMatrixWithScale(FTransform* Self) { return (INT_PTR) new FMatrix(Self->ToMatrixWithScale()); } DOTNET_EXPORT auto E_FTransform_ToString(FTransform* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FTransform_TransformFVector4(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector4*)V; return (INT_PTR) new FVector4(Self->TransformFVector4(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformFVector4NoScale(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector4*)V; return (INT_PTR) new FVector4(Self->TransformFVector4NoScale(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformPosition(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->TransformPosition(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformPositionNoScale(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->TransformPositionNoScale(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformRotation(FTransform* Self, INT_PTR Q) { auto& _p0 = *(FQuat*)Q; return (INT_PTR) new FQuat(Self->TransformRotation(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformVector(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->TransformVector(_p0)); } DOTNET_EXPORT auto E_FTransform_TransformVectorNoScale(FTransform* Self, INT_PTR V) { auto& _p0 = *(FVector*)V; return (INT_PTR) new FVector(Self->TransformVectorNoScale(_p0)); } DOTNET_EXPORT auto E_FTransform_TranslationEquals(FTransform* Self, INT_PTR Other, float Tolerance) { auto& _p0 = *(FTransform*)Other; auto _p1 = Tolerance; return Self->TranslationEquals(_p0, _p1); } /* FTranslationMatrix */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTranslationMatrix_FVector(INT_PTR Delta) { return (INT_PTR) new FTranslationMatrix(*(FVector*)Delta); } DOTNET_EXPORT auto E_FTranslationMatrix_Make(FTranslationMatrix* Self, INT_PTR Delta) { auto& _p0 = *(FVector*)Delta; return (INT_PTR) new FMatrix(Self->Make(_p0)); } /* FTViewTarget */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTViewTarget() { return (INT_PTR) new FTViewTarget(); } DOTNET_EXPORT auto E_PROP_FTViewTarget_POV_GET(FTViewTarget* Ptr) { return (INT_PTR)&(Ptr->POV); } DOTNET_EXPORT void E_PROP_FTViewTarget_POV_SET(FTViewTarget* Ptr, INT_PTR Value) { Ptr->POV = *(FMinimalViewInfo*)Value; } DOTNET_EXPORT auto E_PROP_FTViewTarget_Target_GET(FTViewTarget* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Target); } DOTNET_EXPORT void E_PROP_FTViewTarget_Target_SET(FTViewTarget* Ptr, AActor* Value) { Ptr->Target = Value; } DOTNET_EXPORT auto E_FTViewTarget_CheckViewTarget(FTViewTarget* Self, APlayerController* OwningController) { auto _p0 = OwningController; Self->CheckViewTarget(_p0); } DOTNET_EXPORT auto E_FTViewTarget_Equal(FTViewTarget* Self, INT_PTR OtherTarget) { auto& _p0 = *(FTViewTarget*)OtherTarget; return Self->Equal(_p0); } DOTNET_EXPORT auto E_FTViewTarget_GetTargetPawn(FTViewTarget* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetTargetPawn()); } DOTNET_EXPORT auto E_FTViewTarget_SetNewTarget(FTViewTarget* Self, AActor* NewTarget) { auto _p0 = NewTarget; Self->SetNewTarget(_p0); } /* FTwoVectors */ DOTNET_EXPORT INT_PTR E_CreateStruct_FTwoVectors() { return (INT_PTR) new FTwoVectors(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FTwoVectors_FVector_FVector(INT_PTR In1, INT_PTR In2) { return (INT_PTR) new FTwoVectors(*(FVector*)In1, *(FVector*)In2); } DOTNET_EXPORT auto E_PROP_FTwoVectors_v1_GET(FTwoVectors* Ptr) { return (INT_PTR)&(Ptr->v1); } DOTNET_EXPORT void E_PROP_FTwoVectors_v1_SET(FTwoVectors* Ptr, INT_PTR Value) { Ptr->v1 = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_FTwoVectors_v2_GET(FTwoVectors* Ptr) { return (INT_PTR)&(Ptr->v2); } DOTNET_EXPORT void E_PROP_FTwoVectors_v2_SET(FTwoVectors* Ptr, INT_PTR Value) { Ptr->v2 = *(FVector*)Value; } DOTNET_EXPORT auto E_FTwoVectors_Equals(FTwoVectors* Self, INT_PTR V, float Tolerance) { auto& _p0 = *(FTwoVectors*)V; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FTwoVectors_GetMax(FTwoVectors* Self) { return Self->GetMax(); } DOTNET_EXPORT auto E_FTwoVectors_GetMin(FTwoVectors* Self) { return Self->GetMin(); } DOTNET_EXPORT auto E_FTwoVectors_ToString(FTwoVectors* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FUnitSettings */ DOTNET_EXPORT INT_PTR E_CreateStruct_FUnitSettings() { return (INT_PTR) new FUnitSettings(); } DOTNET_EXPORT auto E_FUnitSettings_SetDisplayUnits(FUnitSettings* Self, EUnitType InType, EUnit Units) { auto _p0 = InType; auto _p1 = Units; Self->SetDisplayUnits(_p0, _p1); } DOTNET_EXPORT auto E_FUnitSettings_SetShouldDisplayUnits(FUnitSettings* Self, bool bInGlobalUnitDisplay) { auto _p0 = bInGlobalUnitDisplay; Self->SetShouldDisplayUnits(_p0); } DOTNET_EXPORT auto E_FUnitSettings_ShouldDisplayUnits(FUnitSettings* Self) { return Self->ShouldDisplayUnits(); } /* FUpdateLevelStreamingLevelStatus */ DOTNET_EXPORT INT_PTR E_CreateStruct_FUpdateLevelStreamingLevelStatus() { return (INT_PTR) new FUpdateLevelStreamingLevelStatus(); } DOTNET_EXPORT auto E_PROP_FUpdateLevelStreamingLevelStatus_LODIndex_GET(FUpdateLevelStreamingLevelStatus* Ptr) { return Ptr->LODIndex; } DOTNET_EXPORT void E_PROP_FUpdateLevelStreamingLevelStatus_LODIndex_SET(FUpdateLevelStreamingLevelStatus* Ptr, int32 Value) { Ptr->LODIndex = Value; } DOTNET_EXPORT auto E_PROP_FUpdateLevelStreamingLevelStatus_PackageName_GET(FUpdateLevelStreamingLevelStatus* Ptr) { return ConvertToManage_StringWrapper(Ptr->PackageName); } DOTNET_EXPORT void E_PROP_FUpdateLevelStreamingLevelStatus_PackageName_SET(FUpdateLevelStreamingLevelStatus* Ptr, char* Value) { Ptr->PackageName = ConvertFromManage_FName(Value); } /* FUpdateLevelVisibilityLevelInfo */ DOTNET_EXPORT INT_PTR E_CreateStruct_FUpdateLevelVisibilityLevelInfo() { return (INT_PTR) new FUpdateLevelVisibilityLevelInfo(); } DOTNET_EXPORT auto E_PROP_FUpdateLevelVisibilityLevelInfo_PackageName_GET(FUpdateLevelVisibilityLevelInfo* Ptr) { return ConvertToManage_StringWrapper(Ptr->PackageName); } DOTNET_EXPORT void E_PROP_FUpdateLevelVisibilityLevelInfo_PackageName_SET(FUpdateLevelVisibilityLevelInfo* Ptr, char* Value) { Ptr->PackageName = ConvertFromManage_FName(Value); } /* FURL */ DOTNET_EXPORT INT_PTR E_CreateStruct_FURL() { return (INT_PTR) new FURL(); } DOTNET_EXPORT auto E_PROP_FURL_bDefaultsInitialized_GET() { return FURL::bDefaultsInitialized; } DOTNET_EXPORT auto E_PROP_FURL_Host_GET(FURL* Ptr) { return ConvertToManage_StringWrapper(Ptr->Host); } DOTNET_EXPORT void E_PROP_FURL_Host_SET(FURL* Ptr, char* Value) { Ptr->Host = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FURL_Map_GET(FURL* Ptr) { return ConvertToManage_StringWrapper(Ptr->Map); } DOTNET_EXPORT void E_PROP_FURL_Map_SET(FURL* Ptr, char* Value) { Ptr->Map = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FURL_Port_GET(FURL* Ptr) { return Ptr->Port; } DOTNET_EXPORT void E_PROP_FURL_Port_SET(FURL* Ptr, int32 Value) { Ptr->Port = Value; } DOTNET_EXPORT auto E_PROP_FURL_Portal_GET(FURL* Ptr) { return ConvertToManage_StringWrapper(Ptr->Portal); } DOTNET_EXPORT void E_PROP_FURL_Portal_SET(FURL* Ptr, char* Value) { Ptr->Portal = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FURL_Protocol_GET(FURL* Ptr) { return ConvertToManage_StringWrapper(Ptr->Protocol); } DOTNET_EXPORT void E_PROP_FURL_Protocol_SET(FURL* Ptr, char* Value) { Ptr->Protocol = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FURL_RedirectURL_GET(FURL* Ptr) { return ConvertToManage_StringWrapper(Ptr->RedirectURL); } DOTNET_EXPORT void E_PROP_FURL_RedirectURL_SET(FURL* Ptr, char* Value) { Ptr->RedirectURL = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FURL_Valid_GET(FURL* Ptr) { return Ptr->Valid; } DOTNET_EXPORT void E_PROP_FURL_Valid_SET(FURL* Ptr, int32 Value) { Ptr->Valid = Value; } DOTNET_EXPORT auto E_FURL_FilterURLString(FURL* Self, char* Str) { auto _p0 = ConvertFromManage_FString(Str); Self->FilterURLString(_p0); } DOTNET_EXPORT auto E_FURL_IsInternal(FURL* Self) { return Self->IsInternal(); } DOTNET_EXPORT auto E_FURL_IsLocalInternal(FURL* Self) { return Self->IsLocalInternal(); } DOTNET_EXPORT auto E_FURL_StaticExit(FURL* Self) { Self->StaticExit(); } DOTNET_EXPORT auto E_FURL_StaticInit(FURL* Self) { Self->StaticInit(); } /* FVector */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector() { return (INT_PTR) new FVector(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_float(float InF) { return (INT_PTR) new FVector(InF); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_float_float_float(float InX, float InY, float InZ) { return (INT_PTR) new FVector(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_FVector2D_float(INT_PTR V, float InZ) { return (INT_PTR) new FVector(*(FVector2D*)V, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_FVector4(INT_PTR V) { return (INT_PTR) new FVector(*(FVector4*)V); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_FLinearColor(INT_PTR InColor) { return (INT_PTR) new FVector(*(FLinearColor*)InColor); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_FIntVector(INT_PTR InVector) { return (INT_PTR) new FVector(*(FIntVector*)InVector); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_FIntPoint(INT_PTR A) { return (INT_PTR) new FVector(*(FIntPoint*)A); } DOTNET_EXPORT auto E_PROP_FVector_BackwardVector_GET() { return (INT_PTR)&(FVector::BackwardVector); } DOTNET_EXPORT auto E_PROP_FVector_DownVector_GET() { return (INT_PTR)&(FVector::DownVector); } DOTNET_EXPORT auto E_PROP_FVector_ForwardVector_GET() { return (INT_PTR)&(FVector::ForwardVector); } DOTNET_EXPORT auto E_PROP_FVector_LeftVector_GET() { return (INT_PTR)&(FVector::LeftVector); } DOTNET_EXPORT auto E_PROP_FVector_OneVector_GET() { return (INT_PTR)&(FVector::OneVector); } DOTNET_EXPORT auto E_PROP_FVector_RightVector_GET() { return (INT_PTR)&(FVector::RightVector); } DOTNET_EXPORT auto E_PROP_FVector_UpVector_GET() { return (INT_PTR)&(FVector::UpVector); } DOTNET_EXPORT auto E_PROP_FVector_X_GET(FVector* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FVector_X_SET(FVector* Ptr, float Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FVector_Y_GET(FVector* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FVector_Y_SET(FVector* Ptr, float Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FVector_Z_GET(FVector* Ptr) { return Ptr->Z; } DOTNET_EXPORT void E_PROP_FVector_Z_SET(FVector* Ptr, float Value) { Ptr->Z = Value; } DOTNET_EXPORT auto E_PROP_FVector_ZeroVector_GET() { return (INT_PTR)&(FVector::ZeroVector); } DOTNET_EXPORT auto E_FVector_AddBounded(FVector* Self, INT_PTR V, float Radius) { auto& _p0 = *(FVector*)V; auto _p1 = Radius; Self->AddBounded(_p0, _p1); } DOTNET_EXPORT auto E_FVector_AllComponentsEqual(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return Self->AllComponentsEqual(_p0); } DOTNET_EXPORT auto E_FVector_BoundToBox(FVector* Self, INT_PTR Min, INT_PTR Max) { auto& _p0 = *(FVector*)Min; auto _p1 = *(FVector*)Max; return (INT_PTR) new FVector(Self->BoundToBox(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_BoundToCube(FVector* Self, float Radius) { auto _p0 = Radius; return (INT_PTR) new FVector(Self->BoundToCube(_p0)); } DOTNET_EXPORT auto E_FVector_BoxPushOut(FVector* Self, INT_PTR Normal, INT_PTR Size) { auto& _p0 = *(FVector*)Normal; auto& _p1 = *(FVector*)Size; return Self->BoxPushOut(_p0, _p1); } DOTNET_EXPORT auto E_FVector_Coincident(FVector* Self, INT_PTR Normal1, INT_PTR Normal2, float ParallelCosineThreshold) { auto& _p0 = *(FVector*)Normal1; auto& _p1 = *(FVector*)Normal2; auto _p2 = ParallelCosineThreshold; return Self->Coincident(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_Component(FVector* Self, int32 Index) { auto _p0 = Index; return Self->Component(_p0); } DOTNET_EXPORT auto E_FVector_ComponentMax(FVector* Self, INT_PTR Other) { auto& _p0 = *(FVector*)Other; return (INT_PTR) new FVector(Self->ComponentMax(_p0)); } DOTNET_EXPORT auto E_FVector_ComponentMin(FVector* Self, INT_PTR Other) { auto& _p0 = *(FVector*)Other; return (INT_PTR) new FVector(Self->ComponentMin(_p0)); } DOTNET_EXPORT auto E_FVector_ContainsNaN(FVector* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FVector_Coplanar(FVector* Self, INT_PTR Base1, INT_PTR Normal1, INT_PTR Base2, INT_PTR Normal2, float ParallelCosineThreshold) { auto& _p0 = *(FVector*)Base1; auto& _p1 = *(FVector*)Normal1; auto& _p2 = *(FVector*)Base2; auto& _p3 = *(FVector*)Normal2; auto _p4 = ParallelCosineThreshold; return Self->Coplanar(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_FVector_CosineAngle2D(FVector* Self, INT_PTR B) { auto _p0 = *(FVector*)B; return Self->CosineAngle2D(_p0); } DOTNET_EXPORT auto E_FVector_CreateOrthonormalBasis(FVector* Self, INT_PTR XAxis, INT_PTR YAxis, INT_PTR ZAxis) { auto& _p0 = *(FVector*)XAxis; auto& _p1 = *(FVector*)YAxis; auto& _p2 = *(FVector*)ZAxis; Self->CreateOrthonormalBasis(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_CrossProduct(FVector* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector*)A; auto& _p1 = *(FVector*)B; return (INT_PTR) new FVector(Self->CrossProduct(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_DegreesToRadians(FVector* Self, INT_PTR DegVector) { auto& _p0 = *(FVector*)DegVector; return (INT_PTR) new FVector(Self->DegreesToRadians(_p0)); } DOTNET_EXPORT auto E_FVector_DiagnosticCheckNaN(FVector* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FVector_Dist(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->Dist(_p0, _p1); } DOTNET_EXPORT auto E_FVector_Dist2D(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->Dist2D(_p0, _p1); } DOTNET_EXPORT auto E_FVector_Distance(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->Distance(_p0, _p1); } DOTNET_EXPORT auto E_FVector_DistSquared(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->DistSquared(_p0, _p1); } DOTNET_EXPORT auto E_FVector_DistSquared2D(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->DistSquared2D(_p0, _p1); } DOTNET_EXPORT auto E_FVector_DistSquaredXY(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->DistSquaredXY(_p0, _p1); } DOTNET_EXPORT auto E_FVector_DistXY(FVector* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector*)V1; auto& _p1 = *(FVector*)V2; return Self->DistXY(_p0, _p1); } DOTNET_EXPORT auto E_FVector_DotProduct(FVector* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector*)A; auto& _p1 = *(FVector*)B; return Self->DotProduct(_p0, _p1); } DOTNET_EXPORT auto E_FVector_Equals(FVector* Self, INT_PTR V, float Tolerance) { auto& _p0 = *(FVector*)V; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FVector_FindBestAxisVectors(FVector* Self, INT_PTR Axis1, INT_PTR Axis2) { auto& _p0 = *(FVector*)Axis1; auto& _p1 = *(FVector*)Axis2; Self->FindBestAxisVectors(_p0, _p1); } DOTNET_EXPORT auto E_FVector_GetAbs(FVector* Self) { return (INT_PTR) new FVector(Self->GetAbs()); } DOTNET_EXPORT auto E_FVector_GetAbsMax(FVector* Self) { return Self->GetAbsMax(); } DOTNET_EXPORT auto E_FVector_GetAbsMin(FVector* Self) { return Self->GetAbsMin(); } DOTNET_EXPORT auto E_FVector_GetClampedToMaxSize(FVector* Self, float MaxSize) { auto _p0 = MaxSize; return (INT_PTR) new FVector(Self->GetClampedToMaxSize(_p0)); } DOTNET_EXPORT auto E_FVector_GetClampedToMaxSize2D(FVector* Self, float MaxSize) { auto _p0 = MaxSize; return (INT_PTR) new FVector(Self->GetClampedToMaxSize2D(_p0)); } DOTNET_EXPORT auto E_FVector_GetClampedToSize(FVector* Self, float Min, float Max) { auto _p0 = Min; auto _p1 = Max; return (INT_PTR) new FVector(Self->GetClampedToSize(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_GetClampedToSize2D(FVector* Self, float Min, float Max) { auto _p0 = Min; auto _p1 = Max; return (INT_PTR) new FVector(Self->GetClampedToSize2D(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_GetMax(FVector* Self) { return Self->GetMax(); } DOTNET_EXPORT auto E_FVector_GetMin(FVector* Self) { return Self->GetMin(); } DOTNET_EXPORT auto E_FVector_GetSafeNormal(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return (INT_PTR) new FVector(Self->GetSafeNormal(_p0)); } DOTNET_EXPORT auto E_FVector_GetSafeNormal2D(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return (INT_PTR) new FVector(Self->GetSafeNormal2D(_p0)); } DOTNET_EXPORT auto E_FVector_GetSignVector(FVector* Self) { return (INT_PTR) new FVector(Self->GetSignVector()); } DOTNET_EXPORT auto E_FVector_GetUnsafeNormal(FVector* Self) { return (INT_PTR) new FVector(Self->GetUnsafeNormal()); } DOTNET_EXPORT auto E_FVector_GetUnsafeNormal2D(FVector* Self) { return (INT_PTR) new FVector(Self->GetUnsafeNormal2D()); } DOTNET_EXPORT auto E_FVector_GridSnap(FVector* Self, float GridSz) { auto& _p0 = GridSz; return (INT_PTR) new FVector(Self->GridSnap(_p0)); } DOTNET_EXPORT auto E_FVector_HeadingAngle(FVector* Self) { return Self->HeadingAngle(); } DOTNET_EXPORT auto E_FVector_InitFromString(FVector* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FVector_IsNearlyZero(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsNearlyZero(_p0); } DOTNET_EXPORT auto E_FVector_IsNormalized(FVector* Self) { return Self->IsNormalized(); } DOTNET_EXPORT auto E_FVector_IsUniform(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsUniform(_p0); } DOTNET_EXPORT auto E_FVector_IsUnit(FVector* Self, float LengthSquaredTolerance) { auto _p0 = LengthSquaredTolerance; return Self->IsUnit(_p0); } DOTNET_EXPORT auto E_FVector_IsZero(FVector* Self) { return Self->IsZero(); } DOTNET_EXPORT auto E_FVector_MirrorByPlane(FVector* Self, INT_PTR Plane) { auto& _p0 = *(FPlane*)Plane; return (INT_PTR) new FVector(Self->MirrorByPlane(_p0)); } DOTNET_EXPORT auto E_FVector_MirrorByVector(FVector* Self, INT_PTR MirrorNormal) { auto& _p0 = *(FVector*)MirrorNormal; return (INT_PTR) new FVector(Self->MirrorByVector(_p0)); } DOTNET_EXPORT auto E_FVector_Normalize(FVector* Self, float Tolerance) { auto _p0 = Tolerance; return Self->Normalize(_p0); } DOTNET_EXPORT auto E_FVector_Orthogonal(FVector* Self, INT_PTR Normal1, INT_PTR Normal2, float OrthogonalCosineThreshold) { auto& _p0 = *(FVector*)Normal1; auto& _p1 = *(FVector*)Normal2; auto _p2 = OrthogonalCosineThreshold; return Self->Orthogonal(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_Parallel(FVector* Self, INT_PTR Normal1, INT_PTR Normal2, float ParallelCosineThreshold) { auto& _p0 = *(FVector*)Normal1; auto& _p1 = *(FVector*)Normal2; auto _p2 = ParallelCosineThreshold; return Self->Parallel(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_PointPlaneDist(FVector* Self, INT_PTR Point, INT_PTR PlaneBase, INT_PTR PlaneNormal) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FVector*)PlaneBase; auto& _p2 = *(FVector*)PlaneNormal; return Self->PointPlaneDist(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_PointPlaneProject(FVector* Self, INT_PTR Point, INT_PTR Plane) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FPlane*)Plane; return (INT_PTR) new FVector(Self->PointPlaneProject(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_PointPlaneProject_o1(FVector* Self, INT_PTR Point, INT_PTR A, INT_PTR B, INT_PTR C) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FVector*)A; auto& _p2 = *(FVector*)B; auto& _p3 = *(FVector*)C; return (INT_PTR) new FVector(Self->PointPlaneProject(_p0, _p1, _p2, _p3)); } DOTNET_EXPORT auto E_FVector_PointPlaneProject_o2(FVector* Self, INT_PTR Point, INT_PTR PlaneBase, INT_PTR PlaneNormal) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FVector*)PlaneBase; auto& _p2 = *(FVector*)PlaneNormal; return (INT_PTR) new FVector(Self->PointPlaneProject(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_FVector_PointsAreNear(FVector* Self, INT_PTR Point1, INT_PTR Point2, float Dist) { auto& _p0 = *(FVector*)Point1; auto& _p1 = *(FVector*)Point2; auto _p2 = Dist; return Self->PointsAreNear(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_PointsAreSame(FVector* Self, INT_PTR P, INT_PTR Q) { auto& _p0 = *(FVector*)P; auto& _p1 = *(FVector*)Q; return Self->PointsAreSame(_p0, _p1); } DOTNET_EXPORT auto E_FVector_Projection(FVector* Self) { return (INT_PTR) new FVector(Self->Projection()); } DOTNET_EXPORT auto E_FVector_ProjectOnTo(FVector* Self, INT_PTR A) { auto& _p0 = *(FVector*)A; return (INT_PTR) new FVector(Self->ProjectOnTo(_p0)); } DOTNET_EXPORT auto E_FVector_ProjectOnToNormal(FVector* Self, INT_PTR Normal) { auto& _p0 = *(FVector*)Normal; return (INT_PTR) new FVector(Self->ProjectOnToNormal(_p0)); } DOTNET_EXPORT auto E_FVector_RadiansToDegrees(FVector* Self, INT_PTR RadVector) { auto& _p0 = *(FVector*)RadVector; return (INT_PTR) new FVector(Self->RadiansToDegrees(_p0)); } DOTNET_EXPORT auto E_FVector_Reciprocal(FVector* Self) { return (INT_PTR) new FVector(Self->Reciprocal()); } DOTNET_EXPORT auto E_FVector_RotateAngleAxis(FVector* Self, float AngleDeg, INT_PTR Axis) { auto _p0 = AngleDeg; auto& _p1 = *(FVector*)Axis; return (INT_PTR) new FVector(Self->RotateAngleAxis(_p0, _p1)); } DOTNET_EXPORT auto E_FVector_Rotation(FVector* Self) { return (INT_PTR) new FRotator(Self->Rotation()); } DOTNET_EXPORT auto E_FVector_Set(FVector* Self, float InX, float InY, float InZ) { auto _p0 = InX; auto _p1 = InY; auto _p2 = InZ; Self->Set(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_Size(FVector* Self) { return Self->Size(); } DOTNET_EXPORT auto E_FVector_Size2D(FVector* Self) { return Self->Size2D(); } DOTNET_EXPORT auto E_FVector_SizeSquared(FVector* Self) { return Self->SizeSquared(); } DOTNET_EXPORT auto E_FVector_SizeSquared2D(FVector* Self) { return Self->SizeSquared2D(); } DOTNET_EXPORT auto E_FVector_ToCompactString(FVector* Self) { return ConvertToManage_StringWrapper(Self->ToCompactString()); } DOTNET_EXPORT auto E_FVector_ToCompactText(FVector* Self) { return ConvertToManage_StringWrapper(Self->ToCompactText()); } DOTNET_EXPORT auto E_FVector_ToDirectionAndLength(FVector* Self, INT_PTR OutDir, float OutLength) { auto& _p0 = *(FVector*)OutDir; auto& _p1 = OutLength; Self->ToDirectionAndLength(_p0, _p1); } DOTNET_EXPORT auto E_FVector_ToOrientationQuat(FVector* Self) { return (INT_PTR) new FQuat(Self->ToOrientationQuat()); } DOTNET_EXPORT auto E_FVector_ToOrientationRotator(FVector* Self) { return (INT_PTR) new FRotator(Self->ToOrientationRotator()); } DOTNET_EXPORT auto E_FVector_ToString(FVector* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } DOTNET_EXPORT auto E_FVector_ToText(FVector* Self) { return ConvertToManage_StringWrapper(Self->ToText()); } DOTNET_EXPORT auto E_FVector_Triple(FVector* Self, INT_PTR X, INT_PTR Y, INT_PTR Z) { auto& _p0 = *(FVector*)X; auto& _p1 = *(FVector*)Y; auto& _p2 = *(FVector*)Z; return Self->Triple(_p0, _p1, _p2); } DOTNET_EXPORT auto E_FVector_UnitCartesianToSpherical(FVector* Self) { return (INT_PTR) new FVector2D(Self->UnitCartesianToSpherical()); } DOTNET_EXPORT auto E_FVector_UnwindEuler(FVector* Self) { Self->UnwindEuler(); } DOTNET_EXPORT auto E_FVector_VectorPlaneProject(FVector* Self, INT_PTR V, INT_PTR PlaneNormal) { auto& _p0 = *(FVector*)V; auto& _p1 = *(FVector*)PlaneNormal; return (INT_PTR) new FVector(Self->VectorPlaneProject(_p0, _p1)); } /* FVector_NetQuantize */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize() { return (INT_PTR) new FVector_NetQuantize(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize_float_float_float(float InX, float InY, float InZ) { return (INT_PTR) new FVector_NetQuantize(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize_FVector(INT_PTR InVec) { return (INT_PTR) new FVector_NetQuantize(*(FVector*)InVec); } /* FVector_NetQuantize10 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize10() { return (INT_PTR) new FVector_NetQuantize10(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize10_float_float_float(float InX, float InY, float InZ) { return (INT_PTR) new FVector_NetQuantize10(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize10_FVector(INT_PTR InVec) { return (INT_PTR) new FVector_NetQuantize10(*(FVector*)InVec); } /* FVector_NetQuantize100 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize100() { return (INT_PTR) new FVector_NetQuantize100(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize100_float_float_float(float InX, float InY, float InZ) { return (INT_PTR) new FVector_NetQuantize100(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantize100_FVector(INT_PTR InVec) { return (INT_PTR) new FVector_NetQuantize100(*(FVector*)InVec); } /* FVector_NetQuantizeNormal */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantizeNormal() { return (INT_PTR) new FVector_NetQuantizeNormal(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantizeNormal_float_float_float(float InX, float InY, float InZ) { return (INT_PTR) new FVector_NetQuantizeNormal(InX, InY, InZ); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector_NetQuantizeNormal_FVector(INT_PTR InVec) { return (INT_PTR) new FVector_NetQuantizeNormal(*(FVector*)InVec); } /* FVector2D */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2D() { return (INT_PTR) new FVector2D(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2D_float_float(float InX, float InY) { return (INT_PTR) new FVector2D(InX, InY); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2D_FIntPoint(INT_PTR InPos) { return (INT_PTR) new FVector2D(*(FIntPoint*)InPos); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2D_FVector(INT_PTR V) { return (INT_PTR) new FVector2D(*(FVector*)V); } DOTNET_EXPORT auto E_PROP_FVector2D_Unit45Deg_GET() { return (INT_PTR)&(FVector2D::Unit45Deg); } DOTNET_EXPORT auto E_PROP_FVector2D_UnitVector_GET() { return (INT_PTR)&(FVector2D::UnitVector); } DOTNET_EXPORT auto E_PROP_FVector2D_X_GET(FVector2D* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FVector2D_X_SET(FVector2D* Ptr, float Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FVector2D_Y_GET(FVector2D* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FVector2D_Y_SET(FVector2D* Ptr, float Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FVector2D_ZeroVector_GET() { return (INT_PTR)&(FVector2D::ZeroVector); } DOTNET_EXPORT auto E_FVector2D_ClampAxes(FVector2D* Self, float MinAxisVal, float MaxAxisVal) { auto _p0 = MinAxisVal; auto _p1 = MaxAxisVal; return (INT_PTR) new FVector2D(Self->ClampAxes(_p0, _p1)); } DOTNET_EXPORT auto E_FVector2D_Component(FVector2D* Self, int32 Index) { auto _p0 = Index; return Self->Component(_p0); } DOTNET_EXPORT auto E_FVector2D_ContainsNaN(FVector2D* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FVector2D_CrossProduct(FVector2D* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector2D*)A; auto& _p1 = *(FVector2D*)B; return Self->CrossProduct(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_DiagnosticCheckNaN(FVector2D* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FVector2D_Distance(FVector2D* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector2D*)V1; auto& _p1 = *(FVector2D*)V2; return Self->Distance(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_DistSquared(FVector2D* Self, INT_PTR V1, INT_PTR V2) { auto& _p0 = *(FVector2D*)V1; auto& _p1 = *(FVector2D*)V2; return Self->DistSquared(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_DotProduct(FVector2D* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector2D*)A; auto& _p1 = *(FVector2D*)B; return Self->DotProduct(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_Equals(FVector2D* Self, INT_PTR V, float Tolerance) { auto& _p0 = *(FVector2D*)V; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_GetAbs(FVector2D* Self) { return (INT_PTR) new FVector2D(Self->GetAbs()); } DOTNET_EXPORT auto E_FVector2D_GetAbsMax(FVector2D* Self) { return Self->GetAbsMax(); } DOTNET_EXPORT auto E_FVector2D_GetMax(FVector2D* Self) { return Self->GetMax(); } DOTNET_EXPORT auto E_FVector2D_GetMin(FVector2D* Self) { return Self->GetMin(); } DOTNET_EXPORT auto E_FVector2D_GetRotated(FVector2D* Self, float AngleDeg) { auto _p0 = AngleDeg; return (INT_PTR) new FVector2D(Self->GetRotated(_p0)); } DOTNET_EXPORT auto E_FVector2D_GetSafeNormal(FVector2D* Self, float Tolerance) { auto _p0 = Tolerance; return (INT_PTR) new FVector2D(Self->GetSafeNormal(_p0)); } DOTNET_EXPORT auto E_FVector2D_GetSignVector(FVector2D* Self) { return (INT_PTR) new FVector2D(Self->GetSignVector()); } DOTNET_EXPORT auto E_FVector2D_InitFromString(FVector2D* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FVector2D_IntPoint(FVector2D* Self) { return (INT_PTR) new FIntPoint(Self->IntPoint()); } DOTNET_EXPORT auto E_FVector2D_IsNearlyZero(FVector2D* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsNearlyZero(_p0); } DOTNET_EXPORT auto E_FVector2D_IsZero(FVector2D* Self) { return Self->IsZero(); } DOTNET_EXPORT auto E_FVector2D_Max(FVector2D* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector2D*)A; auto& _p1 = *(FVector2D*)B; return (INT_PTR) new FVector2D(Self->Max(_p0, _p1)); } DOTNET_EXPORT auto E_FVector2D_Min(FVector2D* Self, INT_PTR A, INT_PTR B) { auto& _p0 = *(FVector2D*)A; auto& _p1 = *(FVector2D*)B; return (INT_PTR) new FVector2D(Self->Min(_p0, _p1)); } DOTNET_EXPORT auto E_FVector2D_Normalize(FVector2D* Self, float Tolerance) { auto _p0 = Tolerance; Self->Normalize(_p0); } DOTNET_EXPORT auto E_FVector2D_RoundToVector(FVector2D* Self) { return (INT_PTR) new FVector2D(Self->RoundToVector()); } DOTNET_EXPORT auto E_FVector2D_Set(FVector2D* Self, float InX, float InY) { auto _p0 = InX; auto _p1 = InY; Self->Set(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_Size(FVector2D* Self) { return Self->Size(); } DOTNET_EXPORT auto E_FVector2D_SizeSquared(FVector2D* Self) { return Self->SizeSquared(); } DOTNET_EXPORT auto E_FVector2D_SphericalToUnitCartesian(FVector2D* Self) { return (INT_PTR) new FVector(Self->SphericalToUnitCartesian()); } DOTNET_EXPORT auto E_FVector2D_ToDirectionAndLength(FVector2D* Self, INT_PTR OutDir, float OutLength) { auto& _p0 = *(FVector2D*)OutDir; auto& _p1 = OutLength; Self->ToDirectionAndLength(_p0, _p1); } DOTNET_EXPORT auto E_FVector2D_ToString(FVector2D* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FVector2DHalf */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2DHalf() { return (INT_PTR) new FVector2DHalf(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2DHalf_FFloat16_FFloat16(INT_PTR InX, INT_PTR InY) { return (INT_PTR) new FVector2DHalf(*(FFloat16*)InX, *(FFloat16*)InY); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2DHalf_float_float(float InX, float InY) { return (INT_PTR) new FVector2DHalf(InX, InY); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector2DHalf_FVector2D(INT_PTR Vector2D) { return (INT_PTR) new FVector2DHalf(*(FVector2D*)Vector2D); } DOTNET_EXPORT auto E_PROP_FVector2DHalf_X_GET(FVector2DHalf* Ptr) { return (INT_PTR)&(Ptr->X); } DOTNET_EXPORT void E_PROP_FVector2DHalf_X_SET(FVector2DHalf* Ptr, INT_PTR Value) { Ptr->X = *(FFloat16*)Value; } DOTNET_EXPORT auto E_PROP_FVector2DHalf_Y_GET(FVector2DHalf* Ptr) { return (INT_PTR)&(Ptr->Y); } DOTNET_EXPORT void E_PROP_FVector2DHalf_Y_SET(FVector2DHalf* Ptr, INT_PTR Value) { Ptr->Y = *(FFloat16*)Value; } DOTNET_EXPORT auto E_FVector2DHalf_ToString(FVector2DHalf* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FVector4 */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVector4_FVector_float(INT_PTR InVector, float InW) { return (INT_PTR) new FVector4(*(FVector*)InVector, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector4_FLinearColor(INT_PTR InColor) { return (INT_PTR) new FVector4(*(FLinearColor*)InColor); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector4_float_float_float_float(float InX, float InY, float InZ, float InW) { return (INT_PTR) new FVector4(InX, InY, InZ, InW); } DOTNET_EXPORT INT_PTR E_CreateStruct_FVector4_FVector2D_FVector2D(INT_PTR InXY, INT_PTR InZW) { return (INT_PTR) new FVector4(*(FVector2D*)InXY, *(FVector2D*)InZW); } DOTNET_EXPORT auto E_PROP_FVector4_W_GET(FVector4* Ptr) { return Ptr->W; } DOTNET_EXPORT void E_PROP_FVector4_W_SET(FVector4* Ptr, float Value) { Ptr->W = Value; } DOTNET_EXPORT auto E_PROP_FVector4_X_GET(FVector4* Ptr) { return Ptr->X; } DOTNET_EXPORT void E_PROP_FVector4_X_SET(FVector4* Ptr, float Value) { Ptr->X = Value; } DOTNET_EXPORT auto E_PROP_FVector4_Y_GET(FVector4* Ptr) { return Ptr->Y; } DOTNET_EXPORT void E_PROP_FVector4_Y_SET(FVector4* Ptr, float Value) { Ptr->Y = Value; } DOTNET_EXPORT auto E_PROP_FVector4_Z_GET(FVector4* Ptr) { return Ptr->Z; } DOTNET_EXPORT void E_PROP_FVector4_Z_SET(FVector4* Ptr, float Value) { Ptr->Z = Value; } DOTNET_EXPORT auto E_FVector4_Component(FVector4* Self, int32 Index) { auto _p0 = Index; return Self->Component(_p0); } DOTNET_EXPORT auto E_FVector4_ContainsNaN(FVector4* Self) { return Self->ContainsNaN(); } DOTNET_EXPORT auto E_FVector4_DiagnosticCheckNaN(FVector4* Self) { Self->DiagnosticCheckNaN(); } DOTNET_EXPORT auto E_FVector4_Equals(FVector4* Self, INT_PTR V, float Tolerance) { auto& _p0 = *(FVector4*)V; auto _p1 = Tolerance; return Self->Equals(_p0, _p1); } DOTNET_EXPORT auto E_FVector4_FindBestAxisVectors3(FVector4* Self, INT_PTR Axis1, INT_PTR Axis2) { auto& _p0 = *(FVector4*)Axis1; auto& _p1 = *(FVector4*)Axis2; Self->FindBestAxisVectors3(_p0, _p1); } DOTNET_EXPORT auto E_FVector4_GetSafeNormal(FVector4* Self, float Tolerance) { auto _p0 = Tolerance; return (INT_PTR) new FVector4(Self->GetSafeNormal(_p0)); } DOTNET_EXPORT auto E_FVector4_GetUnsafeNormal3(FVector4* Self) { return (INT_PTR) new FVector4(Self->GetUnsafeNormal3()); } DOTNET_EXPORT auto E_FVector4_InitFromString(FVector4* Self, char* InSourceString) { auto _p0 = ConvertFromManage_FString(InSourceString); return Self->InitFromString(_p0); } DOTNET_EXPORT auto E_FVector4_IsNearlyZero3(FVector4* Self, float Tolerance) { auto _p0 = Tolerance; return Self->IsNearlyZero3(_p0); } DOTNET_EXPORT auto E_FVector4_IsUnit3(FVector4* Self, float LengthSquaredTolerance) { auto _p0 = LengthSquaredTolerance; return Self->IsUnit3(_p0); } DOTNET_EXPORT auto E_FVector4_Reflect3(FVector4* Self, INT_PTR Normal) { auto& _p0 = *(FVector4*)Normal; return (INT_PTR) new FVector4(Self->Reflect3(_p0)); } DOTNET_EXPORT auto E_FVector4_Rotation(FVector4* Self) { return (INT_PTR) new FRotator(Self->Rotation()); } DOTNET_EXPORT auto E_FVector4_Set(FVector4* Self, float InX, float InY, float InZ, float InW) { auto _p0 = InX; auto _p1 = InY; auto _p2 = InZ; auto _p3 = InW; Self->Set(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_FVector4_Size(FVector4* Self) { return Self->Size(); } DOTNET_EXPORT auto E_FVector4_Size3(FVector4* Self) { return Self->Size3(); } DOTNET_EXPORT auto E_FVector4_SizeSquared(FVector4* Self) { return Self->SizeSquared(); } DOTNET_EXPORT auto E_FVector4_SizeSquared3(FVector4* Self) { return Self->SizeSquared3(); } DOTNET_EXPORT auto E_FVector4_ToOrientationQuat(FVector4* Self) { return (INT_PTR) new FQuat(Self->ToOrientationQuat()); } DOTNET_EXPORT auto E_FVector4_ToOrientationRotator(FVector4* Self) { return (INT_PTR) new FRotator(Self->ToOrientationRotator()); } DOTNET_EXPORT auto E_FVector4_ToString(FVector4* Self) { return ConvertToManage_StringWrapper(Self->ToString()); } /* FViewTargetTransitionParams */ DOTNET_EXPORT INT_PTR E_CreateStruct_FViewTargetTransitionParams() { return (INT_PTR) new FViewTargetTransitionParams(); } DOTNET_EXPORT auto E_PROP_FViewTargetTransitionParams_BlendExp_GET(FViewTargetTransitionParams* Ptr) { return Ptr->BlendExp; } DOTNET_EXPORT void E_PROP_FViewTargetTransitionParams_BlendExp_SET(FViewTargetTransitionParams* Ptr, float Value) { Ptr->BlendExp = Value; } DOTNET_EXPORT auto E_PROP_FViewTargetTransitionParams_BlendTime_GET(FViewTargetTransitionParams* Ptr) { return Ptr->BlendTime; } DOTNET_EXPORT void E_PROP_FViewTargetTransitionParams_BlendTime_SET(FViewTargetTransitionParams* Ptr, float Value) { Ptr->BlendTime = Value; } DOTNET_EXPORT auto E_FViewTargetTransitionParams_GetBlendAlpha(FViewTargetTransitionParams* Self, float TimePct) { auto& _p0 = TimePct; return Self->GetBlendAlpha(_p0); } /* FVOscillator */ DOTNET_EXPORT INT_PTR E_CreateStruct_FVOscillator() { return (INT_PTR) new FVOscillator(); } DOTNET_EXPORT auto E_PROP_FVOscillator_X_GET(FVOscillator* Ptr) { return (INT_PTR)&(Ptr->X); } DOTNET_EXPORT void E_PROP_FVOscillator_X_SET(FVOscillator* Ptr, INT_PTR Value) { Ptr->X = *(FFOscillator*)Value; } DOTNET_EXPORT auto E_PROP_FVOscillator_Y_GET(FVOscillator* Ptr) { return (INT_PTR)&(Ptr->Y); } DOTNET_EXPORT void E_PROP_FVOscillator_Y_SET(FVOscillator* Ptr, INT_PTR Value) { Ptr->Y = *(FFOscillator*)Value; } DOTNET_EXPORT auto E_PROP_FVOscillator_Z_GET(FVOscillator* Ptr) { return (INT_PTR)&(Ptr->Z); } DOTNET_EXPORT void E_PROP_FVOscillator_Z_SET(FVOscillator* Ptr, INT_PTR Value) { Ptr->Z = *(FFOscillator*)Value; } /* FWeightedBlendable */ DOTNET_EXPORT INT_PTR E_CreateStruct_FWeightedBlendable() { return (INT_PTR) new FWeightedBlendable(); } DOTNET_EXPORT INT_PTR E_CreateStruct_FWeightedBlendable_float_UObject(float InWeight, UObject* InObject) { return (INT_PTR) new FWeightedBlendable(InWeight, InObject); } DOTNET_EXPORT auto E_PROP_FWeightedBlendable_Object_GET(FWeightedBlendable* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->Object); } DOTNET_EXPORT void E_PROP_FWeightedBlendable_Object_SET(FWeightedBlendable* Ptr, UObject* Value) { Ptr->Object = Value; } DOTNET_EXPORT auto E_PROP_FWeightedBlendable_Weight_GET(FWeightedBlendable* Ptr) { return Ptr->Weight; } DOTNET_EXPORT void E_PROP_FWeightedBlendable_Weight_SET(FWeightedBlendable* Ptr, float Value) { Ptr->Weight = Value; } /* FWeightedBlendables */ DOTNET_EXPORT INT_PTR E_CreateStruct_FWeightedBlendables() { return (INT_PTR) new FWeightedBlendables(); } /* FWorldContext */ DOTNET_EXPORT INT_PTR E_CreateStruct_FWorldContext() { return (INT_PTR) new FWorldContext(); } DOTNET_EXPORT auto E_PROP_FWorldContext_bWaitingOnOnlineSubsystem_GET(FWorldContext* Ptr) { return Ptr->bWaitingOnOnlineSubsystem; } DOTNET_EXPORT void E_PROP_FWorldContext_bWaitingOnOnlineSubsystem_SET(FWorldContext* Ptr, bool Value) { Ptr->bWaitingOnOnlineSubsystem = Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_ContextHandle_GET(FWorldContext* Ptr) { return ConvertToManage_StringWrapper(Ptr->ContextHandle); } DOTNET_EXPORT void E_PROP_FWorldContext_ContextHandle_SET(FWorldContext* Ptr, char* Value) { Ptr->ContextHandle = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_FWorldContext_GameViewport_GET(FWorldContext* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->GameViewport); } DOTNET_EXPORT void E_PROP_FWorldContext_GameViewport_SET(FWorldContext* Ptr, UGameViewportClient* Value) { Ptr->GameViewport = Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_LastRemoteURL_GET(FWorldContext* Ptr) { return (INT_PTR)&(Ptr->LastRemoteURL); } DOTNET_EXPORT void E_PROP_FWorldContext_LastRemoteURL_SET(FWorldContext* Ptr, INT_PTR Value) { Ptr->LastRemoteURL = *(FURL*)Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_LastURL_GET(FWorldContext* Ptr) { return (INT_PTR)&(Ptr->LastURL); } DOTNET_EXPORT void E_PROP_FWorldContext_LastURL_SET(FWorldContext* Ptr, INT_PTR Value) { Ptr->LastURL = *(FURL*)Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_PendingMapChangeFailureDescription_GET(FWorldContext* Ptr) { return ConvertToManage_StringWrapper(Ptr->PendingMapChangeFailureDescription); } DOTNET_EXPORT void E_PROP_FWorldContext_PendingMapChangeFailureDescription_SET(FWorldContext* Ptr, char* Value) { Ptr->PendingMapChangeFailureDescription = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FWorldContext_PIEInstance_GET(FWorldContext* Ptr) { return Ptr->PIEInstance; } DOTNET_EXPORT void E_PROP_FWorldContext_PIEInstance_SET(FWorldContext* Ptr, int32 Value) { Ptr->PIEInstance = Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_PIEPrefix_GET(FWorldContext* Ptr) { return ConvertToManage_StringWrapper(Ptr->PIEPrefix); } DOTNET_EXPORT void E_PROP_FWorldContext_PIEPrefix_SET(FWorldContext* Ptr, char* Value) { Ptr->PIEPrefix = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_PROP_FWorldContext_RunAsDedicated_GET(FWorldContext* Ptr) { return Ptr->RunAsDedicated; } DOTNET_EXPORT void E_PROP_FWorldContext_RunAsDedicated_SET(FWorldContext* Ptr, bool Value) { Ptr->RunAsDedicated = Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_TravelType_GET(FWorldContext* Ptr) { return Ptr->TravelType; } DOTNET_EXPORT void E_PROP_FWorldContext_TravelType_SET(FWorldContext* Ptr, uint8 Value) { Ptr->TravelType = Value; } DOTNET_EXPORT auto E_PROP_FWorldContext_TravelURL_GET(FWorldContext* Ptr) { return ConvertToManage_StringWrapper(Ptr->TravelURL); } DOTNET_EXPORT void E_PROP_FWorldContext_TravelURL_SET(FWorldContext* Ptr, char* Value) { Ptr->TravelURL = ConvertFromManage_FString(Value); } DOTNET_EXPORT auto E_FWorldContext_SetCurrentWorld(FWorldContext* Self, UWorld* World) { auto _p0 = World; Self->SetCurrentWorld(_p0); } DOTNET_EXPORT auto E_FWorldContext_World(FWorldContext* Self) { return ConvertToManage_ObjectPointerDescription(Self->World()); } /* PingAvgData */ DOTNET_EXPORT INT_PTR E_CreateStruct_PingAvgData() { return (INT_PTR) new PingAvgData(); } DOTNET_EXPORT auto E_PROP_PingAvgData_PingCount_GET(PingAvgData* Ptr) { return Ptr->PingCount; } DOTNET_EXPORT void E_PROP_PingAvgData_PingCount_SET(PingAvgData* Ptr, uint8 Value) { Ptr->PingCount = Value; } /* PingAvgDataV2 */ DOTNET_EXPORT INT_PTR E_CreateStruct_PingAvgDataV2() { return (INT_PTR) new PingAvgDataV2(); } DOTNET_EXPORT auto E_PROP_PingAvgDataV2_AvgPingV2_GET(PingAvgDataV2* Ptr) { return Ptr->AvgPingV2; } DOTNET_EXPORT void E_PROP_PingAvgDataV2_AvgPingV2_SET(PingAvgDataV2* Ptr, float Value) { Ptr->AvgPingV2 = Value; } DOTNET_EXPORT auto E_PROP_PingAvgDataV2_MAX_PING_VALUES_SIZE_GET() { return PingAvgDataV2::MAX_PING_VALUES_SIZE; } /* RootMotionSourceDebug */ DOTNET_EXPORT INT_PTR E_CreateStruct_RootMotionSourceDebug() { return (INT_PTR) new RootMotionSourceDebug(); } DOTNET_EXPORT auto E_RootMotionSourceDebug_PrintOnScreen(RootMotionSourceDebug* Self, ACharacter& InCharacter, char* InString) { auto& _p0 = InCharacter; auto _p1 = ConvertFromManage_FString(InString); Self->PrintOnScreen(_p0, _p1); } DOTNET_EXPORT auto E_RootMotionSourceDebug_PrintOnScreenServerMsg(RootMotionSourceDebug* Self, char* InString) { auto _p0 = ConvertFromManage_FString(InString); Self->PrintOnScreenServerMsg(_p0); } }
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UDirectionalLightComponent.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageDirectionalLightComponent.h" #include "Runtime/Engine/Classes/Components/DirectionalLightComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\DirectionalLightComponent.h:18 extern "C" { DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_CascadeDistributionExponent_GET(UDirectionalLightComponent* Ptr) { return Ptr->CascadeDistributionExponent; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_CascadeDistributionExponent_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->CascadeDistributionExponent = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_CascadeTransitionFraction_GET(UDirectionalLightComponent* Ptr) { return Ptr->CascadeTransitionFraction; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_CascadeTransitionFraction_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->CascadeTransitionFraction = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_DistanceFieldShadowDistance_GET(UDirectionalLightComponent* Ptr) { return Ptr->DistanceFieldShadowDistance; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_DistanceFieldShadowDistance_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->DistanceFieldShadowDistance = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_DynamicShadowCascades_GET(UDirectionalLightComponent* Ptr) { return Ptr->DynamicShadowCascades; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_DynamicShadowCascades_SET(UDirectionalLightComponent* Ptr, int32 Value) { Ptr->DynamicShadowCascades = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_DynamicShadowDistanceMovableLight_GET(UDirectionalLightComponent* Ptr) { return Ptr->DynamicShadowDistanceMovableLight; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_DynamicShadowDistanceMovableLight_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->DynamicShadowDistanceMovableLight = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_DynamicShadowDistanceStationaryLight_GET(UDirectionalLightComponent* Ptr) { return Ptr->DynamicShadowDistanceStationaryLight; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_DynamicShadowDistanceStationaryLight_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->DynamicShadowDistanceStationaryLight = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_FarShadowCascadeCount_GET(UDirectionalLightComponent* Ptr) { return Ptr->FarShadowCascadeCount; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_FarShadowCascadeCount_SET(UDirectionalLightComponent* Ptr, int32 Value) { Ptr->FarShadowCascadeCount = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_FarShadowDistance_GET(UDirectionalLightComponent* Ptr) { return Ptr->FarShadowDistance; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_FarShadowDistance_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->FarShadowDistance = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_LightmassSettings_GET(UDirectionalLightComponent* Ptr) { return (INT_PTR)&(Ptr->LightmassSettings); } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_LightmassSettings_SET(UDirectionalLightComponent* Ptr, INT_PTR Value) { Ptr->LightmassSettings = *(FLightmassDirectionalLightSettings*)Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_LightShaftOverrideDirection_GET(UDirectionalLightComponent* Ptr) { return (INT_PTR)&(Ptr->LightShaftOverrideDirection); } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_LightShaftOverrideDirection_SET(UDirectionalLightComponent* Ptr, INT_PTR Value) { Ptr->LightShaftOverrideDirection = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_LightSourceAngle_GET(UDirectionalLightComponent* Ptr) { return Ptr->LightSourceAngle; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_LightSourceAngle_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->LightSourceAngle = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_LightSourceSoftAngle_GET(UDirectionalLightComponent* Ptr) { return Ptr->LightSourceSoftAngle; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_LightSourceSoftAngle_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->LightSourceSoftAngle = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_OcclusionDepthRange_GET(UDirectionalLightComponent* Ptr) { return Ptr->OcclusionDepthRange; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_OcclusionDepthRange_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->OcclusionDepthRange = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_OcclusionMaskDarkness_GET(UDirectionalLightComponent* Ptr) { return Ptr->OcclusionMaskDarkness; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_OcclusionMaskDarkness_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->OcclusionMaskDarkness = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_ShadowDistanceFadeoutFraction_GET(UDirectionalLightComponent* Ptr) { return Ptr->ShadowDistanceFadeoutFraction; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_ShadowDistanceFadeoutFraction_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->ShadowDistanceFadeoutFraction = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_TraceDistance_GET(UDirectionalLightComponent* Ptr) { return Ptr->TraceDistance; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_TraceDistance_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->TraceDistance = Value; } DOTNET_EXPORT auto E_PROP_UDirectionalLightComponent_WholeSceneDynamicShadowRadius_DEPRECATED_GET(UDirectionalLightComponent* Ptr) { return Ptr->WholeSceneDynamicShadowRadius_DEPRECATED; } DOTNET_EXPORT void E_PROP_UDirectionalLightComponent_WholeSceneDynamicShadowRadius_DEPRECATED_SET(UDirectionalLightComponent* Ptr, float Value) { Ptr->WholeSceneDynamicShadowRadius_DEPRECATED = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UDirectionalLightComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UDirectionalLightComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetCascadeDistributionExponent(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetCascadeDistributionExponent(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetCascadeTransitionFraction(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetCascadeTransitionFraction(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetDynamicShadowCascades(UDirectionalLightComponent* Self, int32 NewValue) { auto _p0 = NewValue; Self->SetDynamicShadowCascades(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetDynamicShadowDistanceMovableLight(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetDynamicShadowDistanceMovableLight(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetDynamicShadowDistanceStationaryLight(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetDynamicShadowDistanceStationaryLight(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetEnableLightShaftOcclusion(UDirectionalLightComponent* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetEnableLightShaftOcclusion(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetLightShaftOverrideDirection(UDirectionalLightComponent* Self, INT_PTR NewValue) { auto _p0 = *(FVector*)NewValue; Self->SetLightShaftOverrideDirection(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetOcclusionMaskDarkness(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetOcclusionMaskDarkness(_p0); } DOTNET_EXPORT auto E_UDirectionalLightComponent_SetShadowDistanceFadeoutFraction(UDirectionalLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetShadowDistanceFadeoutFraction(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_UpdateLightGUIDs(ULightComponentBase* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__UpdateLightGUIDs(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManageDirectionalLightComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_UpdateBounds(USceneComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManageDirectionalLightComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageDirectionalLightComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_BeginPlay(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_Deactivate(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageDirectionalLightComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_InitializeComponent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageDirectionalLightComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnComponentCreated(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageDirectionalLightComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnRegister(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnUnregister(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageDirectionalLightComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageDirectionalLightComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageDirectionalLightComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageDirectionalLightComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageDirectionalLightComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_ToggleActive(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_UninitializeComponent(UActorComponent* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_BeginDestroy(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_FinishDestroy(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostCDOContruct(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostEditImport(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostInitProperties(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostLoad(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostNetReceive(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostRepNotifies(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageDirectionalLightComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PreDestroyFromReplication(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_PreNetReceive(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_ShutdownAfterError(UObject* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UDirectionalLightComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageDirectionalLightComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameSession.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameSession.h" #include "Runtime/Engine/Classes/GameFramework/GameSession.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameSession.h:27 extern "C" { DOTNET_EXPORT auto E_PROP_AGameSession_bRequiresPushToTalk_GET(AGameSession* Ptr) { return Ptr->bRequiresPushToTalk; } DOTNET_EXPORT void E_PROP_AGameSession_bRequiresPushToTalk_SET(AGameSession* Ptr, bool Value) { Ptr->bRequiresPushToTalk = Value; } DOTNET_EXPORT auto E_PROP_AGameSession_MaxPartySize_GET(AGameSession* Ptr) { return Ptr->MaxPartySize; } DOTNET_EXPORT void E_PROP_AGameSession_MaxPartySize_SET(AGameSession* Ptr, int32 Value) { Ptr->MaxPartySize = Value; } DOTNET_EXPORT auto E_PROP_AGameSession_MaxPlayers_GET(AGameSession* Ptr) { return Ptr->MaxPlayers; } DOTNET_EXPORT void E_PROP_AGameSession_MaxPlayers_SET(AGameSession* Ptr, int32 Value) { Ptr->MaxPlayers = Value; } DOTNET_EXPORT auto E_PROP_AGameSession_MaxSpectators_GET(AGameSession* Ptr) { return Ptr->MaxSpectators; } DOTNET_EXPORT void E_PROP_AGameSession_MaxSpectators_SET(AGameSession* Ptr, int32 Value) { Ptr->MaxSpectators = Value; } DOTNET_EXPORT auto E_PROP_AGameSession_MaxSplitscreensPerConnection_GET(AGameSession* Ptr) { return Ptr->MaxSplitscreensPerConnection; } DOTNET_EXPORT void E_PROP_AGameSession_MaxSplitscreensPerConnection_SET(AGameSession* Ptr, uint8 Value) { Ptr->MaxSplitscreensPerConnection = Value; } DOTNET_EXPORT auto E_PROP_AGameSession_SessionName_GET(AGameSession* Ptr) { return ConvertToManage_StringWrapper(Ptr->SessionName); } DOTNET_EXPORT void E_PROP_AGameSession_SessionName_SET(AGameSession* Ptr, char* Value) { Ptr->SessionName = ConvertFromManage_FName(Value); } DOTNET_EXPORT INT_PTR E_NewObject_AGameSession(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AGameSession>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AGameSession_AddAdmin(AGameSession* Self, APlayerController* AdminPlayer) { auto _p0 = AdminPlayer; Self->AddAdmin(_p0); } DOTNET_EXPORT auto E_AGameSession_ApproveLogin(AGameSession* Self, char* Options) { auto _p0 = ConvertFromManage_FString(Options); return ConvertToManage_StringWrapper(Self->ApproveLogin(_p0)); } DOTNET_EXPORT auto E_AGameSession_AtCapacity(AGameSession* Self, bool bSpectator) { auto _p0 = bSpectator; return Self->AtCapacity(_p0); } DOTNET_EXPORT auto E_AGameSession_BanPlayer(AGameSession* Self, APlayerController* BannedPlayer, char* BanReason) { auto _p0 = BannedPlayer; auto _p1 = ConvertFromManage_FText(BanReason); return Self->BanPlayer(_p0, _p1); } DOTNET_EXPORT auto E_AGameSession_CanRestartGame(AGameSession* Self) { return Self->CanRestartGame(); } DOTNET_EXPORT auto E_AGameSession_DumpSessionState(AGameSession* Self) { Self->DumpSessionState(); } DOTNET_EXPORT auto E_AGameSession_GetNextPlayerID(AGameSession* Self) { return Self->GetNextPlayerID(); } DOTNET_EXPORT auto E_AGameSession_HandleMatchHasEnded(AGameSession* Self) { Self->HandleMatchHasEnded(); } DOTNET_EXPORT auto E_AGameSession_HandleMatchHasStarted(AGameSession* Self) { Self->HandleMatchHasStarted(); } DOTNET_EXPORT auto E_AGameSession_HandleMatchIsWaitingToStart(AGameSession* Self) { Self->HandleMatchIsWaitingToStart(); } DOTNET_EXPORT auto E_AGameSession_HandleStartMatchRequest(AGameSession* Self) { return Self->HandleStartMatchRequest(); } DOTNET_EXPORT auto E_AGameSession_InitOptions(AGameSession* Self, char* Options) { auto _p0 = ConvertFromManage_FString(Options); Self->InitOptions(_p0); } DOTNET_EXPORT auto E_AGameSession_KickPlayer(AGameSession* Self, APlayerController* KickedPlayer, char* KickReason) { auto _p0 = KickedPlayer; auto _p1 = ConvertFromManage_FText(KickReason); return Self->KickPlayer(_p0, _p1); } DOTNET_EXPORT auto E_AGameSession_NotifyLogout(AGameSession* Self, APlayerController* PC) { auto _p0 = PC; Self->NotifyLogout(_p0); } DOTNET_EXPORT auto E_AGameSession_OnAutoLoginComplete(AGameSession* Self, int32 LocalUserNum, bool bWasSuccessful, char* Error) { auto _p0 = LocalUserNum; auto _p1 = bWasSuccessful; auto _p2 = ConvertFromManage_FString(Error); Self->OnAutoLoginComplete(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AGameSession_PostLogin(AGameSession* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; Self->PostLogin(_p0); } DOTNET_EXPORT auto E_AGameSession_PostSeamlessTravel(AGameSession* Self) { Self->PostSeamlessTravel(); } DOTNET_EXPORT auto E_AGameSession_ProcessAutoLogin(AGameSession* Self) { return Self->ProcessAutoLogin(); } DOTNET_EXPORT auto E_AGameSession_RegisterServer(AGameSession* Self) { Self->RegisterServer(); } DOTNET_EXPORT auto E_AGameSession_RegisterServerFailed(AGameSession* Self) { Self->RegisterServerFailed(); } DOTNET_EXPORT auto E_AGameSession_RemoveAdmin(AGameSession* Self, APlayerController* AdminPlayer) { auto _p0 = AdminPlayer; Self->RemoveAdmin(_p0); } DOTNET_EXPORT auto E_AGameSession_RequiresPushToTalk(AGameSession* Self) { return Self->RequiresPushToTalk(); } DOTNET_EXPORT auto E_AGameSession_Restart(AGameSession* Self) { Self->Restart(); } DOTNET_EXPORT auto E_AGameSession_ReturnToMainMenuHost(AGameSession* Self) { Self->ReturnToMainMenuHost(); } DOTNET_EXPORT auto E_AGameSession_UnregisterPlayer(AGameSession* Self, APlayerController* ExitingPlayer) { auto _p0 = ExitingPlayer; Self->UnregisterPlayer(_p0); } DOTNET_EXPORT auto E_AGameSession_UpdateSessionJoinability(AGameSession* Self, char* InSessionName, bool bPublicSearchable, bool bAllowInvites, bool bJoinViaPresence, bool bJoinViaPresenceFriendsOnly) { auto _p0 = ConvertFromManage_FName(InSessionName); auto _p1 = bPublicSearchable; auto _p2 = bAllowInvites; auto _p3 = bJoinViaPresence; auto _p4 = bJoinViaPresenceFriendsOnly; Self->UpdateSessionJoinability(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E__Supper__AGameSession_DumpSessionState(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__DumpSessionState(); } DOTNET_EXPORT auto E__Supper__AGameSession_HandleMatchHasEnded(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__HandleMatchHasEnded(); } DOTNET_EXPORT auto E__Supper__AGameSession_HandleMatchHasStarted(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__HandleMatchHasStarted(); } DOTNET_EXPORT auto E__Supper__AGameSession_HandleMatchIsWaitingToStart(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__HandleMatchIsWaitingToStart(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostSeamlessTravel(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__PostSeamlessTravel(); } DOTNET_EXPORT auto E__Supper__AGameSession_RegisterServer(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__RegisterServer(); } DOTNET_EXPORT auto E__Supper__AGameSession_RegisterServerFailed(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__RegisterServerFailed(); } DOTNET_EXPORT auto E__Supper__AGameSession_Restart(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__Restart(); } DOTNET_EXPORT auto E__Supper__AGameSession_ReturnToMainMenuHost(AGameSession* Self) { ((AManageGameSession*)Self)->_Supper__ReturnToMainMenuHost(); } DOTNET_EXPORT auto E__Supper__AGameSession_BeginPlay(AActor* Self) { ((AManageGameSession*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameSession_ClearCrossLevelReferences(AActor* Self) { ((AManageGameSession*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AGameSession_Destroyed(AActor* Self) { ((AManageGameSession*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AGameSession_ForceNetRelevant(AActor* Self) { ((AManageGameSession*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AGameSession_ForceNetUpdate(AActor* Self) { ((AManageGameSession*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AGameSession_GatherCurrentMovement(AActor* Self) { ((AManageGameSession*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AGameSession_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageGameSession*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_K2_DestroyActor(AActor* Self) { ((AManageGameSession*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AGameSession_LifeSpanExpired(AActor* Self) { ((AManageGameSession*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AGameSession_MarkComponentsAsPendingKill(AActor* Self) { ((AManageGameSession*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AGameSession_NotifyActorBeginCursorOver(AActor* Self) { ((AManageGameSession*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameSession_NotifyActorEndCursorOver(AActor* Self) { ((AManageGameSession*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnRep_AttachmentReplication(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnRep_Instigator(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnRep_Owner(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnRep_ReplicatedMovement(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnRep_ReplicateMovement(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageGameSession*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_OutsideWorldBounds(AActor* Self) { ((AManageGameSession*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostActorCreated(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostInitializeComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostNetInit(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostNetReceivePhysicState(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostNetReceiveRole(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostRegisterAllComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostUnregisterAllComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_PreInitializeComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_PreRegisterAllComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageGameSession*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AGameSession_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageGameSession*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_RegisterAllComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_ReregisterAllComponents(AActor* Self) { ((AManageGameSession*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameSession_RerunConstructionScripts(AActor* Self) { ((AManageGameSession*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AGameSession_Reset(AActor* Self) { ((AManageGameSession*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AGameSession_RewindForReplay(AActor* Self) { ((AManageGameSession*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AGameSession_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageGameSession*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageGameSession*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageGameSession*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_TearOff(AActor* Self) { ((AManageGameSession*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AGameSession_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageGameSession*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageGameSession*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_TornOff(AActor* Self) { ((AManageGameSession*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AGameSession_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageGameSession*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_BeginDestroy(UObject* Self) { ((AManageGameSession*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AGameSession_FinishDestroy(UObject* Self) { ((AManageGameSession*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AGameSession_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageGameSession*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostCDOContruct(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostEditImport(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostInitProperties(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostLoad(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostNetReceive(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostRepNotifies(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AGameSession_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageGameSession*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AGameSession_PreDestroyFromReplication(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AGameSession_PreNetReceive(UObject* Self) { ((AManageGameSession*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameSession_ShutdownAfterError(UObject* Self) { ((AManageGameSession*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AGameSession_CreateCluster(UObjectBaseUtility* Self) { ((AManageGameSession*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AGameSession_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageGameSession*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPointLightComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPointLightComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePointLightComponent.h" #include "Runtime/Engine/Classes/Components/PointLightComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PointLightComponent.h:18 extern "C" { DOTNET_EXPORT auto E_PROP_UPointLightComponent_LightFalloffExponent_GET(UPointLightComponent* Ptr) { return Ptr->LightFalloffExponent; } DOTNET_EXPORT void E_PROP_UPointLightComponent_LightFalloffExponent_SET(UPointLightComponent* Ptr, float Value) { Ptr->LightFalloffExponent = Value; } DOTNET_EXPORT auto E_PROP_UPointLightComponent_SoftSourceRadius_GET(UPointLightComponent* Ptr) { return Ptr->SoftSourceRadius; } DOTNET_EXPORT void E_PROP_UPointLightComponent_SoftSourceRadius_SET(UPointLightComponent* Ptr, float Value) { Ptr->SoftSourceRadius = Value; } DOTNET_EXPORT auto E_PROP_UPointLightComponent_SourceLength_GET(UPointLightComponent* Ptr) { return Ptr->SourceLength; } DOTNET_EXPORT void E_PROP_UPointLightComponent_SourceLength_SET(UPointLightComponent* Ptr, float Value) { Ptr->SourceLength = Value; } DOTNET_EXPORT auto E_PROP_UPointLightComponent_SourceRadius_GET(UPointLightComponent* Ptr) { return Ptr->SourceRadius; } DOTNET_EXPORT void E_PROP_UPointLightComponent_SourceRadius_SET(UPointLightComponent* Ptr, float Value) { Ptr->SourceRadius = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPointLightComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPointLightComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPointLightComponent_SetLightFalloffExponent(UPointLightComponent* Self, float NewLightFalloffExponent) { auto _p0 = NewLightFalloffExponent; Self->SetLightFalloffExponent(_p0); } DOTNET_EXPORT auto E_UPointLightComponent_SetSoftSourceRadius(UPointLightComponent* Self, float bNewValue) { auto _p0 = bNewValue; Self->SetSoftSourceRadius(_p0); } DOTNET_EXPORT auto E_UPointLightComponent_SetSourceLength(UPointLightComponent* Self, float NewValue) { auto _p0 = NewValue; Self->SetSourceLength(_p0); } DOTNET_EXPORT auto E_UPointLightComponent_SetSourceRadius(UPointLightComponent* Self, float bNewValue) { auto _p0 = bNewValue; Self->SetSourceRadius(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_UpdateLightGUIDs(ULightComponentBase* Self) { ((UManagePointLightComponent*)Self)->_Supper__UpdateLightGUIDs(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_DetachFromParent(USceneComponent* Self, bool bMaintainWorldPosition, bool bCallModify) { auto _p0 = bMaintainWorldPosition; auto _p1 = bCallModify; ((UManagePointLightComponent*)Self)->_Supper__DetachFromParent(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnAttachmentChanged(USceneComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnAttachmentChanged(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnHiddenInGameChanged(USceneComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnHiddenInGameChanged(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnVisibilityChanged(USceneComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnVisibilityChanged(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PropagateLightingScenarioChange(USceneComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__PropagateLightingScenarioChange(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_UpdateBounds(USceneComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__UpdateBounds(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_UpdatePhysicsVolume(USceneComponent* Self, bool bTriggerNotifiers) { auto _p0 = bTriggerNotifiers; ((UManagePointLightComponent*)Self)->_Supper__UpdatePhysicsVolume(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManagePointLightComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_BeginPlay(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_Deactivate(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManagePointLightComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_InitializeComponent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManagePointLightComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnComponentCreated(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManagePointLightComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnRegister(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnRep_IsActive(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnUnregister(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManagePointLightComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManagePointLightComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManagePointLightComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePointLightComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManagePointLightComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_ToggleActive(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_UninitializeComponent(UActorComponent* Self) { ((UManagePointLightComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_BeginDestroy(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_FinishDestroy(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostCDOContruct(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostEditImport(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostInitProperties(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostLoad(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostNetReceive(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostRepNotifies(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManagePointLightComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PreDestroyFromReplication(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_PreNetReceive(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_ShutdownAfterError(UObject* Self) { ((UManagePointLightComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManagePointLightComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UPointLightComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManagePointLightComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnMovementComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\PawnMovementComponent.h:22 class E_PROTECTED_WRAP_UPawnMovementComponent : protected UPawnMovementComponent { public: void MarkForClientCameraUpdate_WRAP() { MarkForClientCameraUpdate(); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UPawnMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPawnMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPawnMovementComponent_AddInputVector(UPawnMovementComponent* Self, INT_PTR WorldVector, bool bForce) { auto _p0 = *(FVector*)WorldVector; auto _p1 = bForce; Self->AddInputVector(_p0, _p1); } DOTNET_EXPORT auto E_UPawnMovementComponent_ConsumeInputVector(UPawnMovementComponent* Self) { return (INT_PTR) new FVector(Self->ConsumeInputVector()); } DOTNET_EXPORT auto E_UPawnMovementComponent_GetLastInputVector(UPawnMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetLastInputVector()); } DOTNET_EXPORT auto E_UPawnMovementComponent_GetPawnOwner(UPawnMovementComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPawnOwner()); } DOTNET_EXPORT auto E_UPawnMovementComponent_GetPendingInputVector(UPawnMovementComponent* Self) { return (INT_PTR) new FVector(Self->GetPendingInputVector()); } DOTNET_EXPORT auto E_UPawnMovementComponent_IsMoveInputIgnored(UPawnMovementComponent* Self) { return Self->IsMoveInputIgnored(); } DOTNET_EXPORT auto E_UPawnMovementComponent_K2_GetInputVector(UPawnMovementComponent* Self) { return (INT_PTR) new FVector(Self->K2_GetInputVector()); } DOTNET_EXPORT auto E_UPawnMovementComponent_MarkForClientCameraUpdate(UPawnMovementComponent* Self) { ((E_PROTECTED_WRAP_UPawnMovementComponent*)Self)->MarkForClientCameraUpdate_WRAP(); } DOTNET_EXPORT auto E_UPawnMovementComponent_NotifyBumpedPawn(UPawnMovementComponent* Self, APawn* BumpedPawn) { auto _p0 = BumpedPawn; Self->NotifyBumpedPawn(_p0); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameMode.h
<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameMode.h" #include "Runtime/Engine/Classes/GameFramework/GameMode.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameMode.h:35 class E_PROTECTED_WRAP_AGameMode : protected AGameMode { public: void HandleLeavingMap_WRAP() { HandleLeavingMap(); } void HandleMatchAborted_WRAP() { HandleMatchAborted(); } void HandleMatchHasEnded_WRAP() { HandleMatchHasEnded(); } void HandleMatchHasStarted_WRAP() { HandleMatchHasStarted(); } void HandleMatchIsWaitingToStart_WRAP() { HandleMatchIsWaitingToStart(); } void K2_OnSetMatchState_WRAP(FName NewState) { K2_OnSetMatchState(NewState); } void OnMatchStateSet_WRAP() { OnMatchStateSet(); } bool ReadyToEndMatch_WRAP() { return ReadyToEndMatch(); } bool ReadyToStartMatch_WRAP() { return ReadyToStartMatch(); } void SetMatchState_WRAP(FName NewState) { SetMatchState(NewState); } }; extern "C" { DOTNET_EXPORT auto E_PROP_AGameMode_MinRespawnDelay_GET(AGameMode* Ptr) { return Ptr->MinRespawnDelay; } DOTNET_EXPORT void E_PROP_AGameMode_MinRespawnDelay_SET(AGameMode* Ptr, float Value) { Ptr->MinRespawnDelay = Value; } DOTNET_EXPORT auto E_PROP_AGameMode_NumBots_GET(AGameMode* Ptr) { return Ptr->NumBots; } DOTNET_EXPORT void E_PROP_AGameMode_NumBots_SET(AGameMode* Ptr, int32 Value) { Ptr->NumBots = Value; } DOTNET_EXPORT auto E_PROP_AGameMode_NumPlayers_GET(AGameMode* Ptr) { return Ptr->NumPlayers; } DOTNET_EXPORT void E_PROP_AGameMode_NumPlayers_SET(AGameMode* Ptr, int32 Value) { Ptr->NumPlayers = Value; } DOTNET_EXPORT auto E_PROP_AGameMode_NumSpectators_GET(AGameMode* Ptr) { return Ptr->NumSpectators; } DOTNET_EXPORT void E_PROP_AGameMode_NumSpectators_SET(AGameMode* Ptr, int32 Value) { Ptr->NumSpectators = Value; } DOTNET_EXPORT auto E_PROP_AGameMode_NumTravellingPlayers_GET(AGameMode* Ptr) { return Ptr->NumTravellingPlayers; } DOTNET_EXPORT void E_PROP_AGameMode_NumTravellingPlayers_SET(AGameMode* Ptr, int32 Value) { Ptr->NumTravellingPlayers = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AGameMode(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AGameMode>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AGameMode_AbortMatch(AGameMode* Self) { Self->AbortMatch(); } DOTNET_EXPORT auto E_AGameMode_AddInactivePlayer(AGameMode* Self, APlayerState* PlayerState, APlayerController* PC) { auto _p0 = PlayerState; auto _p1 = PC; Self->AddInactivePlayer(_p0, _p1); } DOTNET_EXPORT auto E_AGameMode_Broadcast(AGameMode* Self, AActor* Sender, char* Msg, char* Type) { auto _p0 = Sender; auto _p1 = ConvertFromManage_FString(Msg); auto _p2 = ConvertFromManage_FName(Type); Self->Broadcast(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AGameMode_EndMatch(AGameMode* Self) { Self->EndMatch(); } DOTNET_EXPORT auto E_AGameMode_FindInactivePlayer(AGameMode* Self, APlayerController* PC) { auto _p0 = PC; return Self->FindInactivePlayer(_p0); } DOTNET_EXPORT auto E_AGameMode_GetDefaultGameClassPath(AGameMode* Self, char* MapName, char* Options, char* Portal) { auto _p0 = ConvertFromManage_FString(MapName); auto _p1 = ConvertFromManage_FString(Options); auto _p2 = ConvertFromManage_FString(Portal); return ConvertToManage_StringWrapper(Self->GetDefaultGameClassPath(_p0, _p1, _p2)); } DOTNET_EXPORT auto E_AGameMode_GetMatchState(AGameMode* Self) { return ConvertToManage_StringWrapper(Self->GetMatchState()); } DOTNET_EXPORT auto E_AGameMode_GetNetworkNumber(AGameMode* Self) { return ConvertToManage_StringWrapper(Self->GetNetworkNumber()); } DOTNET_EXPORT auto E_AGameMode_GetTravelType(AGameMode* Self) { return Self->GetTravelType(); } DOTNET_EXPORT auto E_AGameMode_HandleLeavingMap(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->HandleLeavingMap_WRAP(); } DOTNET_EXPORT auto E_AGameMode_HandleMatchAborted(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->HandleMatchAborted_WRAP(); } DOTNET_EXPORT auto E_AGameMode_HandleMatchHasEnded(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->HandleMatchHasEnded_WRAP(); } DOTNET_EXPORT auto E_AGameMode_HandleMatchHasStarted(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->HandleMatchHasStarted_WRAP(); } DOTNET_EXPORT auto E_AGameMode_HandleMatchIsWaitingToStart(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->HandleMatchIsWaitingToStart_WRAP(); } DOTNET_EXPORT auto E_AGameMode_HasMatchEnded(AGameMode* Self) { return Self->HasMatchEnded(); } DOTNET_EXPORT auto E_AGameMode_IsMatchInProgress(AGameMode* Self) { return Self->IsMatchInProgress(); } DOTNET_EXPORT auto E_AGameMode_K2_OnSetMatchState(AGameMode* Self, char* NewState) { auto _p0 = ConvertFromManage_FName(NewState); ((E_PROTECTED_WRAP_AGameMode*)Self)->K2_OnSetMatchState_WRAP(_p0); } DOTNET_EXPORT auto E_AGameMode_MatineeCancelled(AGameMode* Self) { Self->MatineeCancelled(); } DOTNET_EXPORT auto E_AGameMode_OnMatchStateSet(AGameMode* Self) { ((E_PROTECTED_WRAP_AGameMode*)Self)->OnMatchStateSet_WRAP(); } DOTNET_EXPORT auto E_AGameMode_OverridePlayerState(AGameMode* Self, APlayerController* PC, APlayerState* OldPlayerState) { auto _p0 = PC; auto _p1 = OldPlayerState; Self->OverridePlayerState(_p0, _p1); } DOTNET_EXPORT auto E_AGameMode_PlayerSwitchedToSpectatorOnly(AGameMode* Self, APlayerController* PC) { auto _p0 = PC; Self->PlayerSwitchedToSpectatorOnly(_p0); } DOTNET_EXPORT auto E_AGameMode_PostCommitMapChange(AGameMode* Self) { Self->PostCommitMapChange(); } DOTNET_EXPORT auto E_AGameMode_PreCommitMapChange(AGameMode* Self, char* PreviousMapName, char* NextMapName) { auto _p0 = ConvertFromManage_FString(PreviousMapName); auto _p1 = ConvertFromManage_FString(NextMapName); Self->PreCommitMapChange(_p0, _p1); } DOTNET_EXPORT auto E_AGameMode_ReadyToEndMatch(AGameMode* Self) { return ((E_PROTECTED_WRAP_AGameMode*)Self)->ReadyToEndMatch_WRAP(); } DOTNET_EXPORT auto E_AGameMode_ReadyToStartMatch(AGameMode* Self) { return ((E_PROTECTED_WRAP_AGameMode*)Self)->ReadyToStartMatch_WRAP(); } DOTNET_EXPORT auto E_AGameMode_RemovePlayerControllerFromPlayerCount(AGameMode* Self, APlayerController* PC) { auto _p0 = PC; Self->RemovePlayerControllerFromPlayerCount(_p0); } DOTNET_EXPORT auto E_AGameMode_RestartGame(AGameMode* Self) { Self->RestartGame(); } DOTNET_EXPORT auto E_AGameMode_Say(AGameMode* Self, char* Msg) { auto _p0 = ConvertFromManage_FString(Msg); Self->Say(_p0); } DOTNET_EXPORT auto E_AGameMode_SendPlayer(AGameMode* Self, APlayerController* aPlayer, char* URL) { auto _p0 = aPlayer; auto _p1 = ConvertFromManage_FString(URL); Self->SendPlayer(_p0, _p1); } DOTNET_EXPORT auto E_AGameMode_SetBandwidthLimit(AGameMode* Self, float AsyncIOBandwidthLimit) { auto _p0 = AsyncIOBandwidthLimit; Self->SetBandwidthLimit(_p0); } DOTNET_EXPORT auto E_AGameMode_SetMatchState(AGameMode* Self, char* NewState) { auto _p0 = ConvertFromManage_FName(NewState); ((E_PROTECTED_WRAP_AGameMode*)Self)->SetMatchState_WRAP(_p0); } DOTNET_EXPORT auto E_AGameMode_SetSeamlessTravelViewTarget(AGameMode* Self, APlayerController* PC) { auto _p0 = PC; Self->SetSeamlessTravelViewTarget(_p0); } DOTNET_EXPORT auto E_AGameMode_StartMatch(AGameMode* Self) { Self->StartMatch(); } DOTNET_EXPORT auto E_AGameMode_StartNewPlayer(AGameMode* Self, APlayerController* NewPlayer) { auto _p0 = NewPlayer; Self->StartNewPlayer(_p0); } DOTNET_EXPORT auto E_AGameMode_StaticGetFullGameClassName(AGameMode* Self, char* Str) { auto _p0 = ConvertFromManage_FString(Str); return ConvertToManage_StringWrapper(Self->StaticGetFullGameClassName(_p0)); } DOTNET_EXPORT auto E__Supper__AGameMode_AbortMatch(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__AbortMatch(); } DOTNET_EXPORT auto E__Supper__AGameMode_EndMatch(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__EndMatch(); } DOTNET_EXPORT auto E__Supper__AGameMode_HandleLeavingMap(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__HandleLeavingMap(); } DOTNET_EXPORT auto E__Supper__AGameMode_HandleMatchAborted(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__HandleMatchAborted(); } DOTNET_EXPORT auto E__Supper__AGameMode_HandleMatchHasEnded(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__HandleMatchHasEnded(); } DOTNET_EXPORT auto E__Supper__AGameMode_HandleMatchHasStarted(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__HandleMatchHasStarted(); } DOTNET_EXPORT auto E__Supper__AGameMode_HandleMatchIsWaitingToStart(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__HandleMatchIsWaitingToStart(); } DOTNET_EXPORT auto E__Supper__AGameMode_MatineeCancelled(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__MatineeCancelled(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnMatchStateSet(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__OnMatchStateSet(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostCommitMapChange(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__PostCommitMapChange(); } DOTNET_EXPORT auto E__Supper__AGameMode_RestartGame(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__RestartGame(); } DOTNET_EXPORT auto E__Supper__AGameMode_SetBandwidthLimit(AGameMode* Self, float AsyncIOBandwidthLimit) { auto _p0 = AsyncIOBandwidthLimit; ((AManageGameMode*)Self)->_Supper__SetBandwidthLimit(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_StartMatch(AGameMode* Self) { ((AManageGameMode*)Self)->_Supper__StartMatch(); } DOTNET_EXPORT auto E__Supper__AGameMode_InitGameState(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__InitGameState(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostSeamlessTravel(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__PostSeamlessTravel(); } DOTNET_EXPORT auto E__Supper__AGameMode_ResetLevel(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__ResetLevel(); } DOTNET_EXPORT auto E__Supper__AGameMode_ReturnToMainMenuHost(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__ReturnToMainMenuHost(); } DOTNET_EXPORT auto E__Supper__AGameMode_StartPlay(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__StartPlay(); } DOTNET_EXPORT auto E__Supper__AGameMode_StartToLeaveMap(AGameModeBase* Self) { ((AManageGameMode*)Self)->_Supper__StartToLeaveMap(); } DOTNET_EXPORT auto E__Supper__AGameMode_BeginPlay(AActor* Self) { ((AManageGameMode*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameMode_ClearCrossLevelReferences(AActor* Self) { ((AManageGameMode*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AGameMode_Destroyed(AActor* Self) { ((AManageGameMode*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AGameMode_ForceNetRelevant(AActor* Self) { ((AManageGameMode*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AGameMode_ForceNetUpdate(AActor* Self) { ((AManageGameMode*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AGameMode_GatherCurrentMovement(AActor* Self) { ((AManageGameMode*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AGameMode_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageGameMode*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_K2_DestroyActor(AActor* Self) { ((AManageGameMode*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AGameMode_LifeSpanExpired(AActor* Self) { ((AManageGameMode*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AGameMode_MarkComponentsAsPendingKill(AActor* Self) { ((AManageGameMode*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AGameMode_NotifyActorBeginCursorOver(AActor* Self) { ((AManageGameMode*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameMode_NotifyActorEndCursorOver(AActor* Self) { ((AManageGameMode*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnRep_AttachmentReplication(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnRep_Instigator(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnRep_Owner(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnRep_ReplicatedMovement(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnRep_ReplicateMovement(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageGameMode*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_OutsideWorldBounds(AActor* Self) { ((AManageGameMode*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostActorCreated(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostInitializeComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostNetInit(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostNetReceivePhysicState(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostNetReceiveRole(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostRegisterAllComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostUnregisterAllComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_PreInitializeComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_PreRegisterAllComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageGameMode*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AGameMode_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageGameMode*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_RegisterAllComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_ReregisterAllComponents(AActor* Self) { ((AManageGameMode*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameMode_RerunConstructionScripts(AActor* Self) { ((AManageGameMode*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AGameMode_Reset(AActor* Self) { ((AManageGameMode*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AGameMode_RewindForReplay(AActor* Self) { ((AManageGameMode*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AGameMode_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageGameMode*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageGameMode*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageGameMode*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_TearOff(AActor* Self) { ((AManageGameMode*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AGameMode_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageGameMode*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageGameMode*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_TornOff(AActor* Self) { ((AManageGameMode*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AGameMode_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageGameMode*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_BeginDestroy(UObject* Self) { ((AManageGameMode*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AGameMode_FinishDestroy(UObject* Self) { ((AManageGameMode*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AGameMode_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageGameMode*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostCDOContruct(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostEditImport(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostInitProperties(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostLoad(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostNetReceive(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostRepNotifies(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AGameMode_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageGameMode*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AGameMode_PreDestroyFromReplication(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AGameMode_PreNetReceive(UObject* Self) { ((AManageGameMode*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameMode_ShutdownAfterError(UObject* Self) { ((AManageGameMode*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AGameMode_CreateCluster(UObjectBaseUtility* Self) { ((AManageGameMode*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AGameMode_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageGameMode*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ACameraActor.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageCameraActor.h" #include "Runtime/Engine/Classes/Camera/CameraActor.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\CameraActor.h:18 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_ACameraActor(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ACameraActor>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ACameraActor_GetAutoActivatePlayerIndex(ACameraActor* Self) { return Self->GetAutoActivatePlayerIndex(); } DOTNET_EXPORT auto E_ACameraActor_GetCameraComponent(ACameraActor* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCameraComponent()); } DOTNET_EXPORT auto E_ACameraActor_NotifyCameraCut(ACameraActor* Self) { Self->NotifyCameraCut(); } DOTNET_EXPORT auto E__Supper__ACameraActor_NotifyCameraCut(ACameraActor* Self) { ((AManageCameraActor*)Self)->_Supper__NotifyCameraCut(); } DOTNET_EXPORT auto E__Supper__ACameraActor_BeginPlay(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__ACameraActor_ClearCrossLevelReferences(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__ACameraActor_Destroyed(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__ACameraActor_ForceNetRelevant(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__ACameraActor_ForceNetUpdate(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__ACameraActor_GatherCurrentMovement(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__ACameraActor_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageCameraActor*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_K2_DestroyActor(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__ACameraActor_LifeSpanExpired(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__ACameraActor_MarkComponentsAsPendingKill(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__ACameraActor_NotifyActorBeginCursorOver(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__ACameraActor_NotifyActorEndCursorOver(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnRep_AttachmentReplication(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnRep_Instigator(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnRep_Owner(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnRep_ReplicatedMovement(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnRep_ReplicateMovement(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageCameraActor*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_OutsideWorldBounds(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostActorCreated(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostInitializeComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostNetInit(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostNetReceivePhysicState(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostNetReceiveRole(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostRegisterAllComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostUnregisterAllComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PreInitializeComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PreRegisterAllComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageCameraActor*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ACameraActor_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageCameraActor*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_RegisterAllComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_ReregisterAllComponents(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ACameraActor_RerunConstructionScripts(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__ACameraActor_Reset(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__ACameraActor_RewindForReplay(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__ACameraActor_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageCameraActor*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageCameraActor*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageCameraActor*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_TearOff(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__ACameraActor_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageCameraActor*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageCameraActor*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_TornOff(AActor* Self) { ((AManageCameraActor*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__ACameraActor_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageCameraActor*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_BeginDestroy(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ACameraActor_FinishDestroy(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ACameraActor_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostCDOContruct(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostEditImport(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostInitProperties(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostLoad(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostNetReceive(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostRepNotifies(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageCameraActor*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ACameraActor_PreDestroyFromReplication(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ACameraActor_PreNetReceive(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ACameraActor_ShutdownAfterError(UObject* Self) { ((AManageCameraActor*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ACameraActor_CreateCluster(UObjectBaseUtility* Self) { ((AManageCameraActor*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ACameraActor_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageCameraActor*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ALight.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageLight.h" #include "Runtime/Engine/Classes/Engine/Light.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\Light.h:13 extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_ALight(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ALight>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ALight_GetBrightness(ALight* Self) { return Self->GetBrightness(); } DOTNET_EXPORT auto E_ALight_GetLightColor(ALight* Self) { return (INT_PTR) new FLinearColor(Self->GetLightColor()); } DOTNET_EXPORT auto E_ALight_GetLightComponent(ALight* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetLightComponent()); } DOTNET_EXPORT auto E_ALight_IsEnabled(ALight* Self) { return Self->IsEnabled(); } DOTNET_EXPORT auto E_ALight_IsToggleable(ALight* Self) { return Self->IsToggleable(); } DOTNET_EXPORT auto E_ALight_OnRep_bEnabled(ALight* Self) { Self->OnRep_bEnabled(); } DOTNET_EXPORT auto E_ALight_SetAffectTranslucentLighting(ALight* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetAffectTranslucentLighting(_p0); } DOTNET_EXPORT auto E_ALight_SetBrightness(ALight* Self, float NewBrightness) { auto _p0 = NewBrightness; Self->SetBrightness(_p0); } DOTNET_EXPORT auto E_ALight_SetCastShadows(ALight* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetCastShadows(_p0); } DOTNET_EXPORT auto E_ALight_SetEnabled(ALight* Self, bool bSetEnabled) { auto _p0 = bSetEnabled; Self->SetEnabled(_p0); } DOTNET_EXPORT auto E_ALight_SetLightColor(ALight* Self, INT_PTR NewLightColor) { auto _p0 = *(FLinearColor*)NewLightColor; Self->SetLightColor(_p0); } DOTNET_EXPORT auto E_ALight_SetLightFunctionFadeDistance(ALight* Self, float NewLightFunctionFadeDistance) { auto _p0 = NewLightFunctionFadeDistance; Self->SetLightFunctionFadeDistance(_p0); } DOTNET_EXPORT auto E_ALight_SetLightFunctionScale(ALight* Self, INT_PTR NewLightFunctionScale) { auto _p0 = *(FVector*)NewLightFunctionScale; Self->SetLightFunctionScale(_p0); } DOTNET_EXPORT auto E_ALight_ToggleEnabled(ALight* Self) { Self->ToggleEnabled(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_bEnabled(ALight* Self) { ((AManageLight*)Self)->_Supper__OnRep_bEnabled(); } DOTNET_EXPORT auto E__Supper__ALight_BeginPlay(AActor* Self) { ((AManageLight*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__ALight_ClearCrossLevelReferences(AActor* Self) { ((AManageLight*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__ALight_Destroyed(AActor* Self) { ((AManageLight*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__ALight_ForceNetRelevant(AActor* Self) { ((AManageLight*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__ALight_ForceNetUpdate(AActor* Self) { ((AManageLight*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__ALight_GatherCurrentMovement(AActor* Self) { ((AManageLight*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__ALight_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageLight*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__ALight_K2_DestroyActor(AActor* Self) { ((AManageLight*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__ALight_LifeSpanExpired(AActor* Self) { ((AManageLight*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__ALight_MarkComponentsAsPendingKill(AActor* Self) { ((AManageLight*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__ALight_NotifyActorBeginCursorOver(AActor* Self) { ((AManageLight*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__ALight_NotifyActorEndCursorOver(AActor* Self) { ((AManageLight*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_AttachmentReplication(AActor* Self) { ((AManageLight*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_Instigator(AActor* Self) { ((AManageLight*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_Owner(AActor* Self) { ((AManageLight*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_ReplicatedMovement(AActor* Self) { ((AManageLight*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__ALight_OnRep_ReplicateMovement(AActor* Self) { ((AManageLight*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__ALight_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageLight*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__ALight_OutsideWorldBounds(AActor* Self) { ((AManageLight*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__ALight_PostActorCreated(AActor* Self) { ((AManageLight*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__ALight_PostInitializeComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ALight_PostNetInit(AActor* Self) { ((AManageLight*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__ALight_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageLight*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__ALight_PostNetReceivePhysicState(AActor* Self) { ((AManageLight*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__ALight_PostNetReceiveRole(AActor* Self) { ((AManageLight*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__ALight_PostRegisterAllComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ALight_PostUnregisterAllComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ALight_PreInitializeComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__ALight_PreRegisterAllComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ALight_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageLight*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__ALight_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageLight*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__ALight_RegisterAllComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ALight_ReregisterAllComponents(AActor* Self) { ((AManageLight*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__ALight_RerunConstructionScripts(AActor* Self) { ((AManageLight*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__ALight_Reset(AActor* Self) { ((AManageLight*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__ALight_RewindForReplay(AActor* Self) { ((AManageLight*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__ALight_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageLight*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__ALight_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageLight*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__ALight_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageLight*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__ALight_TearOff(AActor* Self) { ((AManageLight*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__ALight_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageLight*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__ALight_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageLight*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__ALight_TornOff(AActor* Self) { ((AManageLight*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__ALight_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageLight*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__ALight_BeginDestroy(UObject* Self) { ((AManageLight*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__ALight_FinishDestroy(UObject* Self) { ((AManageLight*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__ALight_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageLight*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__ALight_PostCDOContruct(UObject* Self) { ((AManageLight*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__ALight_PostEditImport(UObject* Self) { ((AManageLight*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__ALight_PostInitProperties(UObject* Self) { ((AManageLight*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__ALight_PostLoad(UObject* Self) { ((AManageLight*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__ALight_PostNetReceive(UObject* Self) { ((AManageLight*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__ALight_PostRepNotifies(UObject* Self) { ((AManageLight*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__ALight_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageLight*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__ALight_PreDestroyFromReplication(UObject* Self) { ((AManageLight*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__ALight_PreNetReceive(UObject* Self) { ((AManageLight*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__ALight_ShutdownAfterError(UObject* Self) { ((AManageLight*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__ALight_CreateCluster(UObjectBaseUtility* Self) { ((AManageLight*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__ALight_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageLight*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameNetworkManager.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AGameNetworkManager.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageGameNetworkManager.h" #include "Runtime/Engine/Classes/GameFramework/GameNetworkManager.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\GameNetworkManager.h:27 extern "C" { DOTNET_EXPORT auto E_PROP_AGameNetworkManager_AdjustedNetSpeed_GET(AGameNetworkManager* Ptr) { return Ptr->AdjustedNetSpeed; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_AdjustedNetSpeed_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->AdjustedNetSpeed = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_BadPingThreshold_GET(AGameNetworkManager* Ptr) { return Ptr->BadPingThreshold; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_BadPingThreshold_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->BadPingThreshold = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyDetection_GET(AGameNetworkManager* Ptr) { return Ptr->bMovementTimeDiscrepancyDetection; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyDetection_SET(AGameNetworkManager* Ptr, bool Value) { Ptr->bMovementTimeDiscrepancyDetection = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyForceCorrectionsDuringResolution_GET(AGameNetworkManager* Ptr) { return Ptr->bMovementTimeDiscrepancyForceCorrectionsDuringResolution; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyForceCorrectionsDuringResolution_SET(AGameNetworkManager* Ptr, bool Value) { Ptr->bMovementTimeDiscrepancyForceCorrectionsDuringResolution = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyResolution_GET(AGameNetworkManager* Ptr) { return Ptr->bMovementTimeDiscrepancyResolution; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_bMovementTimeDiscrepancyResolution_SET(AGameNetworkManager* Ptr, bool Value) { Ptr->bMovementTimeDiscrepancyResolution = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_bUseDistanceBasedRelevancy_GET(AGameNetworkManager* Ptr) { return Ptr->bUseDistanceBasedRelevancy; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_bUseDistanceBasedRelevancy_SET(AGameNetworkManager* Ptr, bool Value) { Ptr->bUseDistanceBasedRelevancy = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_CLIENTADJUSTUPDATECOST_GET(AGameNetworkManager* Ptr) { return Ptr->CLIENTADJUSTUPDATECOST; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_CLIENTADJUSTUPDATECOST_SET(AGameNetworkManager* Ptr, float Value) { Ptr->CLIENTADJUSTUPDATECOST = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientAuthorativePosition_GET(AGameNetworkManager* Ptr) { return Ptr->ClientAuthorativePosition; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientAuthorativePosition_SET(AGameNetworkManager* Ptr, bool Value) { Ptr->ClientAuthorativePosition = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientErrorUpdateRateLimit_GET(AGameNetworkManager* Ptr) { return Ptr->ClientErrorUpdateRateLimit; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientErrorUpdateRateLimit_SET(AGameNetworkManager* Ptr, float Value) { Ptr->ClientErrorUpdateRateLimit = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTime_GET(AGameNetworkManager* Ptr) { return Ptr->ClientNetSendMoveDeltaTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->ClientNetSendMoveDeltaTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTimeStationary_GET(AGameNetworkManager* Ptr) { return Ptr->ClientNetSendMoveDeltaTimeStationary; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTimeStationary_SET(AGameNetworkManager* Ptr, float Value) { Ptr->ClientNetSendMoveDeltaTimeStationary = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTimeThrottled_GET(AGameNetworkManager* Ptr) { return Ptr->ClientNetSendMoveDeltaTimeThrottled; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientNetSendMoveDeltaTimeThrottled_SET(AGameNetworkManager* Ptr, float Value) { Ptr->ClientNetSendMoveDeltaTimeThrottled = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientNetSendMoveThrottleAtNetSpeed_GET(AGameNetworkManager* Ptr) { return Ptr->ClientNetSendMoveThrottleAtNetSpeed; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientNetSendMoveThrottleAtNetSpeed_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->ClientNetSendMoveThrottleAtNetSpeed = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_ClientNetSendMoveThrottleOverPlayerCount_GET(AGameNetworkManager* Ptr) { return Ptr->ClientNetSendMoveThrottleOverPlayerCount; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_ClientNetSendMoveThrottleOverPlayerCount_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->ClientNetSendMoveThrottleOverPlayerCount = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_JoinInProgressStandbyWaitTime_GET(AGameNetworkManager* Ptr) { return Ptr->JoinInProgressStandbyWaitTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_JoinInProgressStandbyWaitTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->JoinInProgressStandbyWaitTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_LastNetSpeedUpdateTime_GET(AGameNetworkManager* Ptr) { return Ptr->LastNetSpeedUpdateTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_LastNetSpeedUpdateTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->LastNetSpeedUpdateTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MaxClientForcedUpdateDuration_GET(AGameNetworkManager* Ptr) { return Ptr->MaxClientForcedUpdateDuration; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MaxClientForcedUpdateDuration_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MaxClientForcedUpdateDuration = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MaxClientSmoothingDeltaTime_GET(AGameNetworkManager* Ptr) { return Ptr->MaxClientSmoothingDeltaTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MaxClientSmoothingDeltaTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MaxClientSmoothingDeltaTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MAXCLIENTUPDATEINTERVAL_GET(AGameNetworkManager* Ptr) { return Ptr->MAXCLIENTUPDATEINTERVAL; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MAXCLIENTUPDATEINTERVAL_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MAXCLIENTUPDATEINTERVAL = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MaxDynamicBandwidth_GET(AGameNetworkManager* Ptr) { return Ptr->MaxDynamicBandwidth; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MaxDynamicBandwidth_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->MaxDynamicBandwidth = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MaxMoveDeltaTime_GET(AGameNetworkManager* Ptr) { return Ptr->MaxMoveDeltaTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MaxMoveDeltaTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MaxMoveDeltaTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MAXNEARZEROVELOCITYSQUARED_GET(AGameNetworkManager* Ptr) { return Ptr->MAXNEARZEROVELOCITYSQUARED; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MAXNEARZEROVELOCITYSQUARED_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MAXNEARZEROVELOCITYSQUARED = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MAXPOSITIONERRORSQUARED_GET(AGameNetworkManager* Ptr) { return Ptr->MAXPOSITIONERRORSQUARED; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MAXPOSITIONERRORSQUARED_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MAXPOSITIONERRORSQUARED = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MinDynamicBandwidth_GET(AGameNetworkManager* Ptr) { return Ptr->MinDynamicBandwidth; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MinDynamicBandwidth_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->MinDynamicBandwidth = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MovementTimeDiscrepancyDriftAllowance_GET(AGameNetworkManager* Ptr) { return Ptr->MovementTimeDiscrepancyDriftAllowance; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MovementTimeDiscrepancyDriftAllowance_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MovementTimeDiscrepancyDriftAllowance = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MovementTimeDiscrepancyMaxTimeMargin_GET(AGameNetworkManager* Ptr) { return Ptr->MovementTimeDiscrepancyMaxTimeMargin; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MovementTimeDiscrepancyMaxTimeMargin_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MovementTimeDiscrepancyMaxTimeMargin = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MovementTimeDiscrepancyMinTimeMargin_GET(AGameNetworkManager* Ptr) { return Ptr->MovementTimeDiscrepancyMinTimeMargin; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MovementTimeDiscrepancyMinTimeMargin_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MovementTimeDiscrepancyMinTimeMargin = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MovementTimeDiscrepancyResolutionRate_GET(AGameNetworkManager* Ptr) { return Ptr->MovementTimeDiscrepancyResolutionRate; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MovementTimeDiscrepancyResolutionRate_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MovementTimeDiscrepancyResolutionRate = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_MoveRepSize_GET(AGameNetworkManager* Ptr) { return Ptr->MoveRepSize; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_MoveRepSize_SET(AGameNetworkManager* Ptr, float Value) { Ptr->MoveRepSize = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_PercentForBadPing_GET(AGameNetworkManager* Ptr) { return Ptr->PercentForBadPing; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_PercentForBadPing_SET(AGameNetworkManager* Ptr, float Value) { Ptr->PercentForBadPing = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_PercentMissingForRxStandby_GET(AGameNetworkManager* Ptr) { return Ptr->PercentMissingForRxStandby; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_PercentMissingForRxStandby_SET(AGameNetworkManager* Ptr, float Value) { Ptr->PercentMissingForRxStandby = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_PercentMissingForTxStandby_GET(AGameNetworkManager* Ptr) { return Ptr->PercentMissingForTxStandby; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_PercentMissingForTxStandby_SET(AGameNetworkManager* Ptr, float Value) { Ptr->PercentMissingForTxStandby = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_StandbyRxCheatTime_GET(AGameNetworkManager* Ptr) { return Ptr->StandbyRxCheatTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_StandbyRxCheatTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->StandbyRxCheatTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_StandbyTxCheatTime_GET(AGameNetworkManager* Ptr) { return Ptr->StandbyTxCheatTime; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_StandbyTxCheatTime_SET(AGameNetworkManager* Ptr, float Value) { Ptr->StandbyTxCheatTime = Value; } DOTNET_EXPORT auto E_PROP_AGameNetworkManager_TotalNetBandwidth_GET(AGameNetworkManager* Ptr) { return Ptr->TotalNetBandwidth; } DOTNET_EXPORT void E_PROP_AGameNetworkManager_TotalNetBandwidth_SET(AGameNetworkManager* Ptr, int32 Value) { Ptr->TotalNetBandwidth = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AGameNetworkManager(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AGameNetworkManager>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AGameNetworkManager_CalculatedNetSpeed(AGameNetworkManager* Self) { return Self->CalculatedNetSpeed(); } DOTNET_EXPORT auto E_AGameNetworkManager_EnableStandbyCheatDetection(AGameNetworkManager* Self, bool bIsEnabled) { auto _p0 = bIsEnabled; Self->EnableStandbyCheatDetection(_p0); } DOTNET_EXPORT auto E_AGameNetworkManager_ExceedsAllowablePositionError(AGameNetworkManager* Self, INT_PTR LocDiff) { auto _p0 = *(FVector*)LocDiff; return Self->ExceedsAllowablePositionError(_p0); } DOTNET_EXPORT auto E_AGameNetworkManager_IsInLowBandwidthMode(AGameNetworkManager* Self) { return Self->IsInLowBandwidthMode(); } DOTNET_EXPORT auto E_AGameNetworkManager_NetworkVelocityNearZero(AGameNetworkManager* Self, INT_PTR InVelocity) { auto _p0 = *(FVector*)InVelocity; return Self->NetworkVelocityNearZero(_p0); } DOTNET_EXPORT auto E_AGameNetworkManager_StandbyCheatDetected(AGameNetworkManager* Self, EStandbyType StandbyType) { auto _p0 = StandbyType; Self->StandbyCheatDetected(_p0); } DOTNET_EXPORT auto E_AGameNetworkManager_UpdateNetSpeeds(AGameNetworkManager* Self, bool bIsLanMatch) { auto _p0 = bIsLanMatch; Self->UpdateNetSpeeds(_p0); } DOTNET_EXPORT auto E_AGameNetworkManager_UpdateNetSpeedsTimer(AGameNetworkManager* Self) { Self->UpdateNetSpeedsTimer(); } DOTNET_EXPORT auto E_AGameNetworkManager_WithinUpdateDelayBounds(AGameNetworkManager* Self, APlayerController* PC, float LastUpdateTime) { auto _p0 = PC; auto _p1 = LastUpdateTime; return Self->WithinUpdateDelayBounds(_p0, _p1); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_EnableStandbyCheatDetection(AGameNetworkManager* Self, bool bIsEnabled) { auto _p0 = bIsEnabled; ((AManageGameNetworkManager*)Self)->_Supper__EnableStandbyCheatDetection(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_UpdateNetSpeeds(AGameNetworkManager* Self, bool bIsLanMatch) { auto _p0 = bIsLanMatch; ((AManageGameNetworkManager*)Self)->_Supper__UpdateNetSpeeds(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_UpdateNetSpeedsTimer(AGameNetworkManager* Self) { ((AManageGameNetworkManager*)Self)->_Supper__UpdateNetSpeedsTimer(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_BeginPlay(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_ClearCrossLevelReferences(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_Destroyed(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_ForceNetRelevant(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_ForceNetUpdate(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_GatherCurrentMovement(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageGameNetworkManager*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_K2_DestroyActor(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_LifeSpanExpired(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_MarkComponentsAsPendingKill(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_NotifyActorBeginCursorOver(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_NotifyActorEndCursorOver(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnRep_AttachmentReplication(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnRep_Instigator(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnRep_Owner(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnRep_ReplicatedMovement(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnRep_ReplicateMovement(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageGameNetworkManager*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OutsideWorldBounds(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostActorCreated(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostInitializeComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostNetInit(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostNetReceivePhysicState(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostNetReceiveRole(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostRegisterAllComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostUnregisterAllComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PreInitializeComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PreRegisterAllComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageGameNetworkManager*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageGameNetworkManager*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_RegisterAllComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_ReregisterAllComponents(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_RerunConstructionScripts(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_Reset(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_RewindForReplay(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageGameNetworkManager*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageGameNetworkManager*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageGameNetworkManager*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_TearOff(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageGameNetworkManager*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageGameNetworkManager*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_TornOff(AActor* Self) { ((AManageGameNetworkManager*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageGameNetworkManager*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_BeginDestroy(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_FinishDestroy(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostCDOContruct(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostEditImport(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostInitProperties(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostLoad(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostNetReceive(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostRepNotifies(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageGameNetworkManager*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PreDestroyFromReplication(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_PreNetReceive(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_ShutdownAfterError(UObject* Self) { ((AManageGameNetworkManager*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_CreateCluster(UObjectBaseUtility* Self) { ((AManageGameNetworkManager*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AGameNetworkManager_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageGameNetworkManager*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnAction.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPawnAction.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/AIModule/Classes/Actions/PawnAction.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\AIModule\Classes\Actions\PawnAction.h:47 class E_PROTECTED_WRAP_UPawnAction : protected UPawnAction { public: bool Activate_WRAP() { return Activate(); } UPawnActionsComponent* GetOwnerComponent_WRAP() { return GetOwnerComponent(); } bool HasBeenStarted_WRAP() { return HasBeenStarted(); } void OnPopped_WRAP() { OnPopped(); } bool Pause_WRAP(const UPawnAction* PausedBy) { return Pause(PausedBy); } bool PushChildAction_WRAP(UPawnAction& Action) { return PushChildAction(Action); } bool Resume_WRAP() { return Resume(); } void SetOwnerComponent_WRAP(UPawnActionsComponent* Component) { SetOwnerComponent(Component); } bool Start_WRAP() { return Start(); } void StopWaitingForMessages_WRAP() { StopWaitingForMessages(); } void Tick_WRAP(float DeltaTime) { Tick(DeltaTime); } void TickAction_WRAP(float DeltaTime) { TickAction(DeltaTime); } }; extern "C" { DOTNET_EXPORT INT_PTR E_NewObject_UPawnAction(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPawnAction>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPawnAction_Activate(UPawnAction* Self) { return ((E_PROTECTED_WRAP_UPawnAction*)Self)->Activate_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_GetChildAction(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetChildAction()); } DOTNET_EXPORT auto E_UPawnAction_GetController(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetController()); } DOTNET_EXPORT auto E_UPawnAction_GetDisplayName(UPawnAction* Self) { return ConvertToManage_StringWrapper(Self->GetDisplayName()); } DOTNET_EXPORT auto E_UPawnAction_GetInstigator(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetInstigator()); } DOTNET_EXPORT auto E_UPawnAction_GetOwnerComponent(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(((E_PROTECTED_WRAP_UPawnAction*)Self)->GetOwnerComponent_WRAP()); } DOTNET_EXPORT auto E_UPawnAction_GetParentAction(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetParentAction()); } DOTNET_EXPORT auto E_UPawnAction_GetPawn(UPawnAction* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetPawn()); } DOTNET_EXPORT auto E_UPawnAction_GetPriorityName(UPawnAction* Self) { return ConvertToManage_StringWrapper(Self->GetPriorityName()); } DOTNET_EXPORT auto E_UPawnAction_GetStateDescription(UPawnAction* Self) { return ConvertToManage_StringWrapper(Self->GetStateDescription()); } DOTNET_EXPORT auto E_UPawnAction_HasActionObserver(UPawnAction* Self) { return Self->HasActionObserver(); } DOTNET_EXPORT auto E_UPawnAction_HasBeenStarted(UPawnAction* Self) { return ((E_PROTECTED_WRAP_UPawnAction*)Self)->HasBeenStarted_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_IsActive(UPawnAction* Self) { return Self->IsActive(); } DOTNET_EXPORT auto E_UPawnAction_IsBeingAborted(UPawnAction* Self) { return Self->IsBeingAborted(); } DOTNET_EXPORT auto E_UPawnAction_IsFinished(UPawnAction* Self) { return Self->IsFinished(); } DOTNET_EXPORT auto E_UPawnAction_IsPaused(UPawnAction* Self) { return Self->IsPaused(); } DOTNET_EXPORT auto E_UPawnAction_OnPopped(UPawnAction* Self) { ((E_PROTECTED_WRAP_UPawnAction*)Self)->OnPopped_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_Pause(UPawnAction* Self, UPawnAction* PausedBy) { auto _p0 = PausedBy; return ((E_PROTECTED_WRAP_UPawnAction*)Self)->Pause_WRAP(_p0); } DOTNET_EXPORT auto E_UPawnAction_PushChildAction(UPawnAction* Self, UPawnAction& Action) { auto& _p0 = Action; return ((E_PROTECTED_WRAP_UPawnAction*)Self)->PushChildAction_WRAP(_p0); } DOTNET_EXPORT auto E_UPawnAction_Resume(UPawnAction* Self) { return ((E_PROTECTED_WRAP_UPawnAction*)Self)->Resume_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_SetOwnerComponent(UPawnAction* Self, UPawnActionsComponent* Component) { auto _p0 = Component; ((E_PROTECTED_WRAP_UPawnAction*)Self)->SetOwnerComponent_WRAP(_p0); } DOTNET_EXPORT auto E_UPawnAction_ShouldPauseMovement(UPawnAction* Self) { return Self->ShouldPauseMovement(); } DOTNET_EXPORT auto E_UPawnAction_Start(UPawnAction* Self) { return ((E_PROTECTED_WRAP_UPawnAction*)Self)->Start_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_StopWaitingForMessages(UPawnAction* Self) { ((E_PROTECTED_WRAP_UPawnAction*)Self)->StopWaitingForMessages_WRAP(); } DOTNET_EXPORT auto E_UPawnAction_Tick(UPawnAction* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UPawnAction*)Self)->Tick_WRAP(_p0); } DOTNET_EXPORT auto E_UPawnAction_TickAction(UPawnAction* Self, float DeltaTime) { auto _p0 = DeltaTime; ((E_PROTECTED_WRAP_UPawnAction*)Self)->TickAction_WRAP(_p0); } DOTNET_EXPORT auto E_UPawnAction_WaitForMessage(UPawnAction* Self, char* MessageType, INT_PTR RequestID) { auto _p0 = ConvertFromManage_FName(MessageType); auto _p1 = *(FAIRequestID*)RequestID; Self->WaitForMessage(_p0, _p1); } DOTNET_EXPORT auto E_UPawnAction_WantsTick(UPawnAction* Self) { return Self->WantsTick(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/ULightComponentBase.h
<reponame>mrkriv/UnrealDotNet #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/LightComponentBase.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\LightComponentBase.h:14 extern "C" { DOTNET_EXPORT auto E_PROP_ULightComponentBase_Brightness_DEPRECATED_GET(ULightComponentBase* Ptr) { return Ptr->Brightness_DEPRECATED; } DOTNET_EXPORT void E_PROP_ULightComponentBase_Brightness_DEPRECATED_SET(ULightComponentBase* Ptr, float Value) { Ptr->Brightness_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_ULightComponentBase_IndirectLightingIntensity_GET(ULightComponentBase* Ptr) { return Ptr->IndirectLightingIntensity; } DOTNET_EXPORT void E_PROP_ULightComponentBase_IndirectLightingIntensity_SET(ULightComponentBase* Ptr, float Value) { Ptr->IndirectLightingIntensity = Value; } DOTNET_EXPORT auto E_PROP_ULightComponentBase_Intensity_GET(ULightComponentBase* Ptr) { return Ptr->Intensity; } DOTNET_EXPORT void E_PROP_ULightComponentBase_Intensity_SET(ULightComponentBase* Ptr, float Value) { Ptr->Intensity = Value; } DOTNET_EXPORT auto E_PROP_ULightComponentBase_SamplesPerPixel_GET(ULightComponentBase* Ptr) { return Ptr->SamplesPerPixel; } DOTNET_EXPORT void E_PROP_ULightComponentBase_SamplesPerPixel_SET(ULightComponentBase* Ptr, int Value) { Ptr->SamplesPerPixel = Value; } DOTNET_EXPORT auto E_PROP_ULightComponentBase_VolumetricScatteringIntensity_GET(ULightComponentBase* Ptr) { return Ptr->VolumetricScatteringIntensity; } DOTNET_EXPORT void E_PROP_ULightComponentBase_VolumetricScatteringIntensity_SET(ULightComponentBase* Ptr, float Value) { Ptr->VolumetricScatteringIntensity = Value; } DOTNET_EXPORT INT_PTR E_NewObject_ULightComponentBase(UObject* Parent, char* Name) { return (INT_PTR)NewObject<ULightComponentBase>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_ULightComponentBase_GetLightColor(ULightComponentBase* Self) { return (INT_PTR) new FLinearColor(Self->GetLightColor()); } DOTNET_EXPORT auto E_ULightComponentBase_HasStaticLighting(ULightComponentBase* Self) { return Self->HasStaticLighting(); } DOTNET_EXPORT auto E_ULightComponentBase_HasStaticShadowing(ULightComponentBase* Self) { return Self->HasStaticShadowing(); } DOTNET_EXPORT auto E_ULightComponentBase_IsMovable(ULightComponentBase* Self) { return Self->IsMovable(); } DOTNET_EXPORT auto E_ULightComponentBase_SetAffectReflection(ULightComponentBase* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetAffectReflection(_p0); } DOTNET_EXPORT auto E_ULightComponentBase_SetCastRaytracedShadow(ULightComponentBase* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetCastRaytracedShadow(_p0); } DOTNET_EXPORT auto E_ULightComponentBase_SetCastShadows(ULightComponentBase* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetCastShadows(_p0); } DOTNET_EXPORT auto E_ULightComponentBase_SetCastVolumetricShadow(ULightComponentBase* Self, bool bNewValue) { auto _p0 = bNewValue; Self->SetCastVolumetricShadow(_p0); } DOTNET_EXPORT auto E_ULightComponentBase_SetSamplesPerPixel(ULightComponentBase* Self, int NewValue) { auto _p0 = NewValue; Self->SetSamplesPerPixel(_p0); } DOTNET_EXPORT auto E_ULightComponentBase_UpdateLightGUIDs(ULightComponentBase* Self) { Self->UpdateLightGUIDs(); } DOTNET_EXPORT auto E_ULightComponentBase_ValidateLightGUIDs(ULightComponentBase* Self) { Self->ValidateLightGUIDs(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/AHUD.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageHUD.h" #include "Runtime/Engine/Classes/GameFramework/HUD.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\HUD.h:36 class E_PROTECTED_WRAP_AHUD : protected AHUD { public: bool IsCanvasValid_WarnIfNot_WRAP() { return IsCanvasValid_WarnIfNot(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_AHUD_bEnableDebugTextShadow_GET(AHUD* Ptr) { return Ptr->bEnableDebugTextShadow; } DOTNET_EXPORT void E_PROP_AHUD_bEnableDebugTextShadow_SET(AHUD* Ptr, uint8 Value) { Ptr->bEnableDebugTextShadow = Value; } DOTNET_EXPORT auto E_PROP_AHUD_bLostFocusPaused_GET(AHUD* Ptr) { return Ptr->bLostFocusPaused; } DOTNET_EXPORT void E_PROP_AHUD_bLostFocusPaused_SET(AHUD* Ptr, uint8 Value) { Ptr->bLostFocusPaused = Value; } DOTNET_EXPORT auto E_PROP_AHUD_bShowDebugInfo_GET(AHUD* Ptr) { return Ptr->bShowDebugInfo; } DOTNET_EXPORT void E_PROP_AHUD_bShowDebugInfo_SET(AHUD* Ptr, uint8 Value) { Ptr->bShowDebugInfo = Value; } DOTNET_EXPORT auto E_PROP_AHUD_bShowHitBoxDebugInfo_GET(AHUD* Ptr) { return Ptr->bShowHitBoxDebugInfo; } DOTNET_EXPORT void E_PROP_AHUD_bShowHitBoxDebugInfo_SET(AHUD* Ptr, uint8 Value) { Ptr->bShowHitBoxDebugInfo = Value; } DOTNET_EXPORT auto E_PROP_AHUD_bShowHUD_GET(AHUD* Ptr) { return Ptr->bShowHUD; } DOTNET_EXPORT void E_PROP_AHUD_bShowHUD_SET(AHUD* Ptr, uint8 Value) { Ptr->bShowHUD = Value; } DOTNET_EXPORT auto E_PROP_AHUD_bShowOverlays_GET(AHUD* Ptr) { return Ptr->bShowOverlays; } DOTNET_EXPORT void E_PROP_AHUD_bShowOverlays_SET(AHUD* Ptr, uint8 Value) { Ptr->bShowOverlays = Value; } DOTNET_EXPORT auto E_PROP_AHUD_CurrentTargetIndex_GET(AHUD* Ptr) { return Ptr->CurrentTargetIndex; } DOTNET_EXPORT void E_PROP_AHUD_CurrentTargetIndex_SET(AHUD* Ptr, int32 Value) { Ptr->CurrentTargetIndex = Value; } DOTNET_EXPORT auto E_PROP_AHUD_LastHUDRenderTime_GET(AHUD* Ptr) { return Ptr->LastHUDRenderTime; } DOTNET_EXPORT void E_PROP_AHUD_LastHUDRenderTime_SET(AHUD* Ptr, float Value) { Ptr->LastHUDRenderTime = Value; } DOTNET_EXPORT auto E_PROP_AHUD_PlayerOwner_GET(AHUD* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PlayerOwner); } DOTNET_EXPORT void E_PROP_AHUD_PlayerOwner_SET(AHUD* Ptr, APlayerController* Value) { Ptr->PlayerOwner = Value; } DOTNET_EXPORT auto E_PROP_AHUD_RenderDelta_GET(AHUD* Ptr) { return Ptr->RenderDelta; } DOTNET_EXPORT void E_PROP_AHUD_RenderDelta_SET(AHUD* Ptr, float Value) { Ptr->RenderDelta = Value; } DOTNET_EXPORT INT_PTR E_NewObject_AHUD(UObject* Parent, char* Name) { return (INT_PTR)NewObject<AHUD>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_AHUD_AddDebugText(AHUD* Self, char* DebugText, AActor* SrcActor, float Duration, INT_PTR Offset, INT_PTR DesiredOffset) { auto _p0 = ConvertFromManage_FString(DebugText); auto _p1 = SrcActor; auto _p2 = Duration; auto _p3 = *(FVector*)Offset; auto _p4 = *(FVector*)DesiredOffset; Self->AddDebugText(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_AHUD_AddHitBox(AHUD* Self, INT_PTR Position, INT_PTR Size, char* InName, bool bConsumesInput, int32 Priority) { auto _p0 = *(FVector2D*)Position; auto _p1 = *(FVector2D*)Size; auto _p2 = ConvertFromManage_FName(InName); auto _p3 = bConsumesInput; auto _p4 = Priority; Self->AddHitBox(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_AHUD_AddPostRenderedActor(AHUD* Self, AActor* A) { auto _p0 = A; Self->AddPostRenderedActor(_p0); } DOTNET_EXPORT auto E_AHUD_AnyCurrentHitBoxHits(AHUD* Self) { return Self->AnyCurrentHitBoxHits(); } DOTNET_EXPORT auto E_AHUD_Deproject(AHUD* Self, float ScreenX, float ScreenY, INT_PTR WorldPosition, INT_PTR WorldDirection) { auto _p0 = ScreenX; auto _p1 = ScreenY; auto& _p2 = *(FVector*)WorldPosition; auto& _p3 = *(FVector*)WorldDirection; Self->Deproject(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_AHUD_DrawActorOverlays(AHUD* Self, INT_PTR Viewpoint, INT_PTR ViewRotation) { auto _p0 = *(FVector*)Viewpoint; auto _p1 = *(FRotator*)ViewRotation; Self->DrawActorOverlays(_p0, _p1); } DOTNET_EXPORT auto E_AHUD_DrawDebugTextList(AHUD* Self) { Self->DrawDebugTextList(); } DOTNET_EXPORT auto E_AHUD_DrawHUD(AHUD* Self) { Self->DrawHUD(); } DOTNET_EXPORT auto E_AHUD_DrawLine(AHUD* Self, float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, INT_PTR LineColor, float LineThickness) { auto _p0 = StartScreenX; auto _p1 = StartScreenY; auto _p2 = EndScreenX; auto _p3 = EndScreenY; auto _p4 = *(FLinearColor*)LineColor; auto _p5 = LineThickness; Self->DrawLine(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_AHUD_DrawRect(AHUD* Self, INT_PTR RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH) { auto _p0 = *(FLinearColor*)RectColor; auto _p1 = ScreenX; auto _p2 = ScreenY; auto _p3 = ScreenW; auto _p4 = ScreenH; Self->DrawRect(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_AHUD_DrawSafeZoneOverlay(AHUD* Self) { Self->DrawSafeZoneOverlay(); } DOTNET_EXPORT auto E_AHUD_DrawText(AHUD* Self, char* Text, INT_PTR TextColor, float ScreenX, float ScreenY) { auto _p0 = ConvertFromManage_FString(Text); auto _p1 = *(FLinearColor*)TextColor; auto _p2 = ScreenX; auto _p3 = ScreenY; Self->DrawText(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_AHUD_GetCurrentDebugTargetActor(AHUD* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetCurrentDebugTargetActor()); } DOTNET_EXPORT auto E_AHUD_GetOwningPawn(AHUD* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetOwningPawn()); } DOTNET_EXPORT auto E_AHUD_GetOwningPlayerController(AHUD* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetOwningPlayerController()); } DOTNET_EXPORT auto E_AHUD_GetTextSize(AHUD* Self, char* Text, float OutWidth, float OutHeight) { auto _p0 = ConvertFromManage_FString(Text); auto& _p1 = OutWidth; auto& _p2 = OutHeight; Self->GetTextSize(_p0, _p1, _p2); } DOTNET_EXPORT auto E_AHUD_HandleBugScreenShot(AHUD* Self) { Self->HandleBugScreenShot(); } DOTNET_EXPORT auto E_AHUD_IsCanvasValid_WarnIfNot(AHUD* Self) { return ((E_PROTECTED_WRAP_AHUD*)Self)->IsCanvasValid_WarnIfNot_WRAP(); } DOTNET_EXPORT auto E_AHUD_NextDebugTarget(AHUD* Self) { Self->NextDebugTarget(); } DOTNET_EXPORT auto E_AHUD_NotifyBindPostProcessEffects(AHUD* Self) { Self->NotifyBindPostProcessEffects(); } DOTNET_EXPORT auto E_AHUD_NotifyHitBoxBeginCursorOver(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->NotifyHitBoxBeginCursorOver(_p0); } DOTNET_EXPORT auto E_AHUD_NotifyHitBoxClick(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->NotifyHitBoxClick(_p0); } DOTNET_EXPORT auto E_AHUD_NotifyHitBoxEndCursorOver(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->NotifyHitBoxEndCursorOver(_p0); } DOTNET_EXPORT auto E_AHUD_NotifyHitBoxRelease(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->NotifyHitBoxRelease(_p0); } DOTNET_EXPORT auto E_AHUD_OnLostFocusPause(AHUD* Self, bool bEnable) { auto _p0 = bEnable; Self->OnLostFocusPause(_p0); } DOTNET_EXPORT auto E_AHUD_PostRender(AHUD* Self) { Self->PostRender(); } DOTNET_EXPORT auto E_AHUD_PreviousDebugTarget(AHUD* Self) { Self->PreviousDebugTarget(); } DOTNET_EXPORT auto E_AHUD_Project(AHUD* Self, INT_PTR Location) { auto _p0 = *(FVector*)Location; return (INT_PTR) new FVector(Self->Project(_p0)); } DOTNET_EXPORT auto E_AHUD_ReceiveDrawHUD(AHUD* Self, int32 SizeX, int32 SizeY) { auto _p0 = SizeX; auto _p1 = SizeY; Self->ReceiveDrawHUD(_p0, _p1); } DOTNET_EXPORT auto E_AHUD_ReceiveHitBoxBeginCursorOver(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->ReceiveHitBoxBeginCursorOver(_p0); } DOTNET_EXPORT auto E_AHUD_ReceiveHitBoxClick(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->ReceiveHitBoxClick(_p0); } DOTNET_EXPORT auto E_AHUD_ReceiveHitBoxEndCursorOver(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->ReceiveHitBoxEndCursorOver(_p0); } DOTNET_EXPORT auto E_AHUD_ReceiveHitBoxRelease(AHUD* Self, char* BoxName) { auto _p0 = ConvertFromManage_FName(BoxName); Self->ReceiveHitBoxRelease(_p0); } DOTNET_EXPORT auto E_AHUD_RemoveAllDebugStrings(AHUD* Self) { Self->RemoveAllDebugStrings(); } DOTNET_EXPORT auto E_AHUD_RemoveDebugText(AHUD* Self, AActor* SrcActor, bool bLeaveDurationText) { auto _p0 = SrcActor; auto _p1 = bLeaveDurationText; Self->RemoveDebugText(_p0, _p1); } DOTNET_EXPORT auto E_AHUD_RemovePostRenderedActor(AHUD* Self, AActor* A) { auto _p0 = A; Self->RemovePostRenderedActor(_p0); } DOTNET_EXPORT auto E_AHUD_SetCanvas(AHUD* Self, UCanvas* InCanvas, UCanvas* InDebugCanvas) { auto _p0 = InCanvas; auto _p1 = InDebugCanvas; Self->SetCanvas(_p0, _p1); } DOTNET_EXPORT auto E_AHUD_ShouldDisplayDebug(AHUD* Self, char* DebugType) { auto _p0 = ConvertFromManage_FName(DebugType); return Self->ShouldDisplayDebug(_p0); } DOTNET_EXPORT auto E_AHUD_ShowDebug(AHUD* Self, char* DebugType) { auto _p0 = ConvertFromManage_FName(DebugType); Self->ShowDebug(_p0); } DOTNET_EXPORT auto E_AHUD_ShowDebugInfo(AHUD* Self, float YL, float YPos) { auto& _p0 = YL; auto& _p1 = YPos; Self->ShowDebugInfo(_p0, _p1); } DOTNET_EXPORT auto E_AHUD_ShowDebugToggleSubCategory(AHUD* Self, char* Category) { auto _p0 = ConvertFromManage_FName(Category); Self->ShowDebugToggleSubCategory(_p0); } DOTNET_EXPORT auto E_AHUD_ShowHUD(AHUD* Self) { Self->ShowHUD(); } DOTNET_EXPORT auto E_AHUD_UpdateAndDispatchHitBoxClickEvents(AHUD* Self, INT_PTR ClickLocation, EInputEvent InEventType) { auto _p0 = *(FVector2D*)ClickLocation; auto _p1 = InEventType; return Self->UpdateAndDispatchHitBoxClickEvents(_p0, _p1); } DOTNET_EXPORT auto E__Supper__AHUD_DrawHUD(AHUD* Self) { ((AManageHUD*)Self)->_Supper__DrawHUD(); } DOTNET_EXPORT auto E__Supper__AHUD_DrawSafeZoneOverlay(AHUD* Self) { ((AManageHUD*)Self)->_Supper__DrawSafeZoneOverlay(); } DOTNET_EXPORT auto E__Supper__AHUD_HandleBugScreenShot(AHUD* Self) { ((AManageHUD*)Self)->_Supper__HandleBugScreenShot(); } DOTNET_EXPORT auto E__Supper__AHUD_NextDebugTarget(AHUD* Self) { ((AManageHUD*)Self)->_Supper__NextDebugTarget(); } DOTNET_EXPORT auto E__Supper__AHUD_NotifyBindPostProcessEffects(AHUD* Self) { ((AManageHUD*)Self)->_Supper__NotifyBindPostProcessEffects(); } DOTNET_EXPORT auto E__Supper__AHUD_OnLostFocusPause(AHUD* Self, bool bEnable) { auto _p0 = bEnable; ((AManageHUD*)Self)->_Supper__OnLostFocusPause(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_PostRender(AHUD* Self) { ((AManageHUD*)Self)->_Supper__PostRender(); } DOTNET_EXPORT auto E__Supper__AHUD_PreviousDebugTarget(AHUD* Self) { ((AManageHUD*)Self)->_Supper__PreviousDebugTarget(); } DOTNET_EXPORT auto E__Supper__AHUD_ShowDebugInfo(AHUD* Self, float YL, float YPos) { auto& _p0 = YL; auto& _p1 = YPos; ((AManageHUD*)Self)->_Supper__ShowDebugInfo(_p0, _p1); } DOTNET_EXPORT auto E__Supper__AHUD_ShowHUD(AHUD* Self) { ((AManageHUD*)Self)->_Supper__ShowHUD(); } DOTNET_EXPORT auto E__Supper__AHUD_BeginPlay(AActor* Self) { ((AManageHUD*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__AHUD_ClearCrossLevelReferences(AActor* Self) { ((AManageHUD*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__AHUD_Destroyed(AActor* Self) { ((AManageHUD*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__AHUD_ForceNetRelevant(AActor* Self) { ((AManageHUD*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__AHUD_ForceNetUpdate(AActor* Self) { ((AManageHUD*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__AHUD_GatherCurrentMovement(AActor* Self) { ((AManageHUD*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__AHUD_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManageHUD*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_K2_DestroyActor(AActor* Self) { ((AManageHUD*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__AHUD_LifeSpanExpired(AActor* Self) { ((AManageHUD*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__AHUD_MarkComponentsAsPendingKill(AActor* Self) { ((AManageHUD*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__AHUD_NotifyActorBeginCursorOver(AActor* Self) { ((AManageHUD*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__AHUD_NotifyActorEndCursorOver(AActor* Self) { ((AManageHUD*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__AHUD_OnRep_AttachmentReplication(AActor* Self) { ((AManageHUD*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__AHUD_OnRep_Instigator(AActor* Self) { ((AManageHUD*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__AHUD_OnRep_Owner(AActor* Self) { ((AManageHUD*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__AHUD_OnRep_ReplicatedMovement(AActor* Self) { ((AManageHUD*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__AHUD_OnRep_ReplicateMovement(AActor* Self) { ((AManageHUD*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__AHUD_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManageHUD*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_OutsideWorldBounds(AActor* Self) { ((AManageHUD*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__AHUD_PostActorCreated(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__AHUD_PostInitializeComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_PostNetInit(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__AHUD_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__AHUD_PostNetReceivePhysicState(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__AHUD_PostNetReceiveRole(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__AHUD_PostRegisterAllComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_PostUnregisterAllComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_PreInitializeComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_PreRegisterAllComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManageHUD*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__AHUD_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManageHUD*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_RegisterAllComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_ReregisterAllComponents(AActor* Self) { ((AManageHUD*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__AHUD_RerunConstructionScripts(AActor* Self) { ((AManageHUD*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__AHUD_Reset(AActor* Self) { ((AManageHUD*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__AHUD_RewindForReplay(AActor* Self) { ((AManageHUD*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__AHUD_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManageHUD*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManageHUD*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManageHUD*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_TearOff(AActor* Self) { ((AManageHUD*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__AHUD_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManageHUD*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManageHUD*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_TornOff(AActor* Self) { ((AManageHUD*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__AHUD_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManageHUD*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_BeginDestroy(UObject* Self) { ((AManageHUD*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__AHUD_FinishDestroy(UObject* Self) { ((AManageHUD*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__AHUD_MarkAsEditorOnlySubobject(UObject* Self) { ((AManageHUD*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__AHUD_PostCDOContruct(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__AHUD_PostEditImport(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__AHUD_PostInitProperties(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__AHUD_PostLoad(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__AHUD_PostNetReceive(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__AHUD_PostRepNotifies(UObject* Self) { ((AManageHUD*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__AHUD_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManageHUD*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__AHUD_PreDestroyFromReplication(UObject* Self) { ((AManageHUD*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__AHUD_PreNetReceive(UObject* Self) { ((AManageHUD*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__AHUD_ShutdownAfterError(UObject* Self) { ((AManageHUD*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__AHUD_CreateCluster(UObjectBaseUtility* Self) { ((AManageHUD*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__AHUD_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManageHUD*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/APlayerCameraManager.h
<reponame>mrkriv/UnrealDotNet<gh_stars>10-100 #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManagePlayerCameraManager.h" #include "Runtime/Engine/Classes/Camera/PlayerCameraManager.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Camera\PlayerCameraManager.h:172 class E_PROTECTED_WRAP_APlayerCameraManager : protected APlayerCameraManager { public: void ClearCachedPPBlends_WRAP() { ClearCachedPPBlends(); } void SetCameraCacheTime_WRAP(float InTime) { SetCameraCacheTime(InTime); } void SetLastFrameCameraCacheTime_WRAP(float InTime) { SetLastFrameCameraCacheTime(InTime); } }; extern "C" { DOTNET_EXPORT auto E_PROP_APlayerCameraManager_BlendParams_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->BlendParams); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_BlendParams_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->BlendParams = *(FViewTargetTransitionParams*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_BlendTimeToGo_GET(APlayerCameraManager* Ptr) { return Ptr->BlendTimeToGo; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_BlendTimeToGo_SET(APlayerCameraManager* Ptr, float Value) { Ptr->BlendTimeToGo = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_CameraCache_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->CameraCache); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_CameraCache_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->CameraCache = *(FCameraCacheEntry*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_CameraStyle_GET(APlayerCameraManager* Ptr) { return ConvertToManage_StringWrapper(Ptr->CameraStyle); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_CameraStyle_SET(APlayerCameraManager* Ptr, char* Value) { Ptr->CameraStyle = ConvertFromManage_FName(Value); } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_ColorScale_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->ColorScale); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_ColorScale_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->ColorScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_ColorScaleInterpDuration_GET(APlayerCameraManager* Ptr) { return Ptr->ColorScaleInterpDuration; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_ColorScaleInterpDuration_SET(APlayerCameraManager* Ptr, float Value) { Ptr->ColorScaleInterpDuration = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_ColorScaleInterpStartTime_GET(APlayerCameraManager* Ptr) { return Ptr->ColorScaleInterpStartTime; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_ColorScaleInterpStartTime_SET(APlayerCameraManager* Ptr, float Value) { Ptr->ColorScaleInterpStartTime = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_DefaultAspectRatio_GET(APlayerCameraManager* Ptr) { return Ptr->DefaultAspectRatio; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_DefaultAspectRatio_SET(APlayerCameraManager* Ptr, float Value) { Ptr->DefaultAspectRatio = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_DefaultFOV_GET(APlayerCameraManager* Ptr) { return Ptr->DefaultFOV; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_DefaultFOV_SET(APlayerCameraManager* Ptr, float Value) { Ptr->DefaultFOV = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_DefaultOrthoWidth_GET(APlayerCameraManager* Ptr) { return Ptr->DefaultOrthoWidth; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_DefaultOrthoWidth_SET(APlayerCameraManager* Ptr, float Value) { Ptr->DefaultOrthoWidth = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_DesiredColorScale_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->DesiredColorScale); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_DesiredColorScale_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->DesiredColorScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FadeAlpha_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->FadeAlpha); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FadeAlpha_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->FadeAlpha = *(FVector2D*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FadeAmount_GET(APlayerCameraManager* Ptr) { return Ptr->FadeAmount; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FadeAmount_SET(APlayerCameraManager* Ptr, float Value) { Ptr->FadeAmount = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FadeColor_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->FadeColor); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FadeColor_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->FadeColor = *(FLinearColor*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FadeTime_GET(APlayerCameraManager* Ptr) { return Ptr->FadeTime; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FadeTime_SET(APlayerCameraManager* Ptr, float Value) { Ptr->FadeTime = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FadeTimeRemaining_GET(APlayerCameraManager* Ptr) { return Ptr->FadeTimeRemaining; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FadeTimeRemaining_SET(APlayerCameraManager* Ptr, float Value) { Ptr->FadeTimeRemaining = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FreeCamDistance_GET(APlayerCameraManager* Ptr) { return Ptr->FreeCamDistance; } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FreeCamDistance_SET(APlayerCameraManager* Ptr, float Value) { Ptr->FreeCamDistance = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_FreeCamOffset_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->FreeCamOffset); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_FreeCamOffset_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->FreeCamOffset = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_LastFrameCameraCache_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->LastFrameCameraCache); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_LastFrameCameraCache_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->LastFrameCameraCache = *(FCameraCacheEntry*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_OriginalColorScale_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->OriginalColorScale); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_OriginalColorScale_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->OriginalColorScale = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_PCOwner_GET(APlayerCameraManager* Ptr) { return ConvertToManage_ObjectPointerDescription(Ptr->PCOwner); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_PCOwner_SET(APlayerCameraManager* Ptr, APlayerController* Value) { Ptr->PCOwner = Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_PendingViewTarget_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->PendingViewTarget); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_PendingViewTarget_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->PendingViewTarget = *(FTViewTarget*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_ViewTarget_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->ViewTarget); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_ViewTarget_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->ViewTarget = *(FTViewTarget*)Value; } DOTNET_EXPORT auto E_PROP_APlayerCameraManager_ViewTargetOffset_GET(APlayerCameraManager* Ptr) { return (INT_PTR)&(Ptr->ViewTargetOffset); } DOTNET_EXPORT void E_PROP_APlayerCameraManager_ViewTargetOffset_SET(APlayerCameraManager* Ptr, INT_PTR Value) { Ptr->ViewTargetOffset = *(FVector*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_APlayerCameraManager(UObject* Parent, char* Name) { return (INT_PTR)NewObject<APlayerCameraManager>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_APlayerCameraManager_AddCachedPPBlend(APlayerCameraManager* Self, INT_PTR PPSettings, float BlendWeight) { auto& _p0 = *(FPostProcessSettings*)PPSettings; auto _p1 = BlendWeight; Self->AddCachedPPBlend(_p0, _p1); } DOTNET_EXPORT auto E_APlayerCameraManager_ClearCachedPPBlends(APlayerCameraManager* Self) { ((E_PROTECTED_WRAP_APlayerCameraManager*)Self)->ClearCachedPPBlends_WRAP(); } DOTNET_EXPORT auto E_APlayerCameraManager_GetCameraCachePOV(APlayerCameraManager* Self) { return (INT_PTR) new FMinimalViewInfo(Self->GetCameraCachePOV()); } DOTNET_EXPORT auto E_APlayerCameraManager_GetCameraCacheTime(APlayerCameraManager* Self) { return Self->GetCameraCacheTime(); } DOTNET_EXPORT auto E_APlayerCameraManager_GetLastFrameCameraCachePOV(APlayerCameraManager* Self) { return (INT_PTR) new FMinimalViewInfo(Self->GetLastFrameCameraCachePOV()); } DOTNET_EXPORT auto E_APlayerCameraManager_GetLastFrameCameraCacheTime(APlayerCameraManager* Self) { return Self->GetLastFrameCameraCacheTime(); } DOTNET_EXPORT auto E_APlayerCameraManager_GetLockedFOV(APlayerCameraManager* Self) { return Self->GetLockedFOV(); } DOTNET_EXPORT auto E_APlayerCameraManager_SetCameraCachePOV(APlayerCameraManager* Self, INT_PTR InPOV) { auto& _p0 = *(FMinimalViewInfo*)InPOV; Self->SetCameraCachePOV(_p0); } DOTNET_EXPORT auto E_APlayerCameraManager_SetCameraCacheTime(APlayerCameraManager* Self, float InTime) { auto _p0 = InTime; ((E_PROTECTED_WRAP_APlayerCameraManager*)Self)->SetCameraCacheTime_WRAP(_p0); } DOTNET_EXPORT auto E_APlayerCameraManager_SetLastFrameCameraCachePOV(APlayerCameraManager* Self, INT_PTR InPOV) { auto& _p0 = *(FMinimalViewInfo*)InPOV; Self->SetLastFrameCameraCachePOV(_p0); } DOTNET_EXPORT auto E_APlayerCameraManager_SetLastFrameCameraCacheTime(APlayerCameraManager* Self, float InTime) { auto _p0 = InTime; ((E_PROTECTED_WRAP_APlayerCameraManager*)Self)->SetLastFrameCameraCacheTime_WRAP(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_BeginPlay(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_ClearCrossLevelReferences(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__ClearCrossLevelReferences(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_Destroyed(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__Destroyed(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_ForceNetRelevant(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__ForceNetRelevant(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_ForceNetUpdate(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__ForceNetUpdate(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_GatherCurrentMovement(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__GatherCurrentMovement(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_InvalidateLightingCacheDetailed(AActor* Self, bool bTranslationOnly) { auto _p0 = bTranslationOnly; ((AManagePlayerCameraManager*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_K2_DestroyActor(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__K2_DestroyActor(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_LifeSpanExpired(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__LifeSpanExpired(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_MarkComponentsAsPendingKill(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__MarkComponentsAsPendingKill(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_NotifyActorBeginCursorOver(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__NotifyActorBeginCursorOver(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_NotifyActorEndCursorOver(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__NotifyActorEndCursorOver(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnRep_AttachmentReplication(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnRep_AttachmentReplication(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnRep_Instigator(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnRep_Instigator(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnRep_Owner(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnRep_Owner(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnRep_ReplicatedMovement(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnRep_ReplicatedMovement(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnRep_ReplicateMovement(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnRep_ReplicateMovement(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnReplicationPausedChanged(AActor* Self, bool bIsReplicationPaused) { auto _p0 = bIsReplicationPaused; ((AManagePlayerCameraManager*)Self)->_Supper__OnReplicationPausedChanged(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OutsideWorldBounds(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OutsideWorldBounds(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostActorCreated(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostActorCreated(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostInitializeComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostInitializeComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostNetInit(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostNetInit(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostNetReceiveLocationAndRotation(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostNetReceiveLocationAndRotation(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostNetReceivePhysicState(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostNetReceivePhysicState(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostNetReceiveRole(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostNetReceiveRole(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostRegisterAllComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostUnregisterAllComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostUnregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PreInitializeComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PreInitializeComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PreRegisterAllComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PreRegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PrestreamTextures(AActor* Self, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups) { auto _p0 = Seconds; auto _p1 = bEnableStreaming; auto _p2 = CinematicTextureGroups; ((AManagePlayerCameraManager*)Self)->_Supper__PrestreamTextures(_p0, _p1, _p2); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_RegisterActorTickFunctions(AActor* Self, bool bRegister) { auto _p0 = bRegister; ((AManagePlayerCameraManager*)Self)->_Supper__RegisterActorTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_RegisterAllComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__RegisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_ReregisterAllComponents(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__ReregisterAllComponents(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_RerunConstructionScripts(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__RerunConstructionScripts(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_Reset(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__Reset(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_RewindForReplay(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__RewindForReplay(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_SetActorHiddenInGame(AActor* Self, bool bNewHidden) { auto _p0 = bNewHidden; ((AManagePlayerCameraManager*)Self)->_Supper__SetActorHiddenInGame(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_SetLifeSpan(AActor* Self, float InLifespan) { auto _p0 = InLifespan; ((AManagePlayerCameraManager*)Self)->_Supper__SetLifeSpan(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_SetReplicateMovement(AActor* Self, bool bInReplicateMovement) { auto _p0 = bInReplicateMovement; ((AManagePlayerCameraManager*)Self)->_Supper__SetReplicateMovement(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_TearOff(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__TearOff(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_TeleportSucceeded(AActor* Self, bool bIsATest) { auto _p0 = bIsATest; ((AManagePlayerCameraManager*)Self)->_Supper__TeleportSucceeded(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_Tick(AActor* Self, float DeltaSeconds) { auto _p0 = DeltaSeconds; ((AManagePlayerCameraManager*)Self)->_Supper__Tick(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_TornOff(AActor* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__TornOff(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_UnregisterAllComponents(AActor* Self, bool bForReregister) { auto _p0 = bForReregister; ((AManagePlayerCameraManager*)Self)->_Supper__UnregisterAllComponents(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_BeginDestroy(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_FinishDestroy(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_MarkAsEditorOnlySubobject(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostCDOContruct(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostEditImport(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostInitProperties(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostLoad(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostNetReceive(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostRepNotifies(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((AManagePlayerCameraManager*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PreDestroyFromReplication(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_PreNetReceive(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_ShutdownAfterError(UObject* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_CreateCluster(UObjectBaseUtility* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__APlayerCameraManager_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((AManagePlayerCameraManager*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UPrimitiveComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/PrimitiveComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\PrimitiveComponent.h:172 class E_PROTECTED_WRAP_UPrimitiveComponent : protected UPrimitiveComponent { public: bool AreAllCollideableDescendantsRelative_WRAP(bool bAllowCachedValue) { return AreAllCollideableDescendantsRelative(bAllowCachedValue); } void ClearComponentOverlaps_WRAP(bool bDoNotifies, bool bSkipNotifySelf) { ClearComponentOverlaps(bDoNotifies, bSkipNotifySelf); } bool ComponentOverlapComponentImpl_WRAP(UPrimitiveComponent* PrimComp, const FVector Pos, const FQuat& Rot, const FCollisionQueryParams& Params) { return ComponentOverlapComponentImpl(PrimComp, Pos, Rot, Params); } void EnsurePhysicsStateCreated_WRAP() { EnsurePhysicsStateCreated(); } void OnComponentCollisionSettingsChanged_WRAP() { OnComponentCollisionSettingsChanged(); } void SendPhysicsTransform_WRAP(ETeleportType Teleport) { SendPhysicsTransform(Teleport); } bool SupportsStaticLighting_WRAP() { return SupportsStaticLighting(); } void UpdatePhysicsToRBChannels_WRAP() { UpdatePhysicsToRBChannels(); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_AlwaysLoadOnClient_GET(UPrimitiveComponent* Ptr) { return Ptr->AlwaysLoadOnClient; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_AlwaysLoadOnClient_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->AlwaysLoadOnClient = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_AlwaysLoadOnServer_GET(UPrimitiveComponent* Ptr) { return Ptr->AlwaysLoadOnServer; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_AlwaysLoadOnServer_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->AlwaysLoadOnServer = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAffectDistanceFieldLighting_GET(UPrimitiveComponent* Ptr) { return Ptr->bAffectDistanceFieldLighting; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAffectDistanceFieldLighting_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAffectDistanceFieldLighting = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAffectDynamicIndirectLighting_GET(UPrimitiveComponent* Ptr) { return Ptr->bAffectDynamicIndirectLighting; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAffectDynamicIndirectLighting_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAffectDynamicIndirectLighting = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAllowCullDistanceVolume_GET(UPrimitiveComponent* Ptr) { return Ptr->bAllowCullDistanceVolume; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAllowCullDistanceVolume_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAllowCullDistanceVolume = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAlwaysCreatePhysicsState_GET(UPrimitiveComponent* Ptr) { return Ptr->bAlwaysCreatePhysicsState; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAlwaysCreatePhysicsState_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAlwaysCreatePhysicsState = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bApplyImpulseOnDamage_GET(UPrimitiveComponent* Ptr) { return Ptr->bApplyImpulseOnDamage; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bApplyImpulseOnDamage_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bApplyImpulseOnDamage = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAttachedToStreamingManagerAsDynamic_GET(UPrimitiveComponent* Ptr) { return Ptr->bAttachedToStreamingManagerAsDynamic; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAttachedToStreamingManagerAsDynamic_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAttachedToStreamingManagerAsDynamic = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bAttachedToStreamingManagerAsStatic_GET(UPrimitiveComponent* Ptr) { return Ptr->bAttachedToStreamingManagerAsStatic; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bAttachedToStreamingManagerAsStatic_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bAttachedToStreamingManagerAsStatic = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastCinematicShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastCinematicShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastCinematicShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastCinematicShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastDynamicShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastDynamicShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastDynamicShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastDynamicShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastFarShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastFarShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastFarShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastFarShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastHiddenShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastHiddenShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastHiddenShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastHiddenShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastInsetShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastInsetShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastInsetShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastInsetShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastShadowAsTwoSided_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastShadowAsTwoSided; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastShadowAsTwoSided_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastShadowAsTwoSided = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastStaticShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastStaticShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastStaticShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastStaticShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bCastVolumetricTranslucentShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->bCastVolumetricTranslucentShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bCastVolumetricTranslucentShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bCastVolumetricTranslucentShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bForceMipStreaming_GET(UPrimitiveComponent* Ptr) { return Ptr->bForceMipStreaming; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bForceMipStreaming_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bForceMipStreaming = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bHandledByStreamingManagerAsDynamic_GET(UPrimitiveComponent* Ptr) { return Ptr->bHandledByStreamingManagerAsDynamic; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bHandledByStreamingManagerAsDynamic_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bHandledByStreamingManagerAsDynamic = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bHasMotionBlurVelocityMeshes_GET(UPrimitiveComponent* Ptr) { return Ptr->bHasMotionBlurVelocityMeshes; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bHasMotionBlurVelocityMeshes_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bHasMotionBlurVelocityMeshes = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bHasPerInstanceHitProxies_GET(UPrimitiveComponent* Ptr) { return Ptr->bHasPerInstanceHitProxies; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bHasPerInstanceHitProxies_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bHasPerInstanceHitProxies = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bIgnoreRadialForce_GET(UPrimitiveComponent* Ptr) { return Ptr->bIgnoreRadialForce; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bIgnoreRadialForce_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bIgnoreRadialForce = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bIgnoreRadialImpulse_GET(UPrimitiveComponent* Ptr) { return Ptr->bIgnoreRadialImpulse; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bIgnoreRadialImpulse_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bIgnoreRadialImpulse = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bIgnoreStreamingManagerUpdate_GET(UPrimitiveComponent* Ptr) { return Ptr->bIgnoreStreamingManagerUpdate; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bIgnoreStreamingManagerUpdate_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bIgnoreStreamingManagerUpdate = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bLightAsIfStatic_DEPRECATED_GET(UPrimitiveComponent* Ptr) { return Ptr->bLightAsIfStatic_DEPRECATED; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bLightAsIfStatic_DEPRECATED_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bLightAsIfStatic_DEPRECATED = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bLightAttachmentsAsGroup_GET(UPrimitiveComponent* Ptr) { return Ptr->bLightAttachmentsAsGroup; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bLightAttachmentsAsGroup_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bLightAttachmentsAsGroup = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bMultiBodyOverlap_GET(UPrimitiveComponent* Ptr) { return Ptr->bMultiBodyOverlap; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bMultiBodyOverlap_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bMultiBodyOverlap = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bNeverDistanceCull_GET(UPrimitiveComponent* Ptr) { return Ptr->bNeverDistanceCull; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bNeverDistanceCull_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bNeverDistanceCull = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bOnlyOwnerSee_GET(UPrimitiveComponent* Ptr) { return Ptr->bOnlyOwnerSee; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bOnlyOwnerSee_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bOnlyOwnerSee = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_BoundsScale_GET(UPrimitiveComponent* Ptr) { return Ptr->BoundsScale; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_BoundsScale_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->BoundsScale = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bOwnerNoSee_GET(UPrimitiveComponent* Ptr) { return Ptr->bOwnerNoSee; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bOwnerNoSee_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bOwnerNoSee = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bReceiveMobileCSMShadows_GET(UPrimitiveComponent* Ptr) { return Ptr->bReceiveMobileCSMShadows; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bReceiveMobileCSMShadows_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bReceiveMobileCSMShadows = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bReceivesDecals_GET(UPrimitiveComponent* Ptr) { return Ptr->bReceivesDecals; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bReceivesDecals_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bReceivesDecals = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bRenderCustomDepth_GET(UPrimitiveComponent* Ptr) { return Ptr->bRenderCustomDepth; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bRenderCustomDepth_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bRenderCustomDepth = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bRenderInMainPass_GET(UPrimitiveComponent* Ptr) { return Ptr->bRenderInMainPass; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bRenderInMainPass_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bRenderInMainPass = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bReplicatePhysicsToAutonomousProxy_GET(UPrimitiveComponent* Ptr) { return Ptr->bReplicatePhysicsToAutonomousProxy; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bReplicatePhysicsToAutonomousProxy_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bReplicatePhysicsToAutonomousProxy = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bReturnMaterialOnMove_GET(UPrimitiveComponent* Ptr) { return Ptr->bReturnMaterialOnMove; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bReturnMaterialOnMove_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bReturnMaterialOnMove = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bSelectable_GET(UPrimitiveComponent* Ptr) { return Ptr->bSelectable; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bSelectable_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bSelectable = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bSelfShadowOnly_GET(UPrimitiveComponent* Ptr) { return Ptr->bSelfShadowOnly; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bSelfShadowOnly_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bSelfShadowOnly = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bSingleSampleShadowFromStationaryLights_GET(UPrimitiveComponent* Ptr) { return Ptr->bSingleSampleShadowFromStationaryLights; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bSingleSampleShadowFromStationaryLights_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bSingleSampleShadowFromStationaryLights = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bTraceComplexOnMove_GET(UPrimitiveComponent* Ptr) { return Ptr->bTraceComplexOnMove; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bTraceComplexOnMove_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bTraceComplexOnMove = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bTreatAsBackgroundForOcclusion_GET(UPrimitiveComponent* Ptr) { return Ptr->bTreatAsBackgroundForOcclusion; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bTreatAsBackgroundForOcclusion_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bTreatAsBackgroundForOcclusion = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bUseAsOccluder_GET(UPrimitiveComponent* Ptr) { return Ptr->bUseAsOccluder; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bUseAsOccluder_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bUseAsOccluder = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bUseEditorCompositing_GET(UPrimitiveComponent* Ptr) { return Ptr->bUseEditorCompositing; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bUseEditorCompositing_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bUseEditorCompositing = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bUseViewOwnerDepthPriorityGroup_GET(UPrimitiveComponent* Ptr) { return Ptr->bUseViewOwnerDepthPriorityGroup; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bUseViewOwnerDepthPriorityGroup_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bUseViewOwnerDepthPriorityGroup = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bVisibleInRayTracing_GET(UPrimitiveComponent* Ptr) { return Ptr->bVisibleInRayTracing; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bVisibleInRayTracing_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bVisibleInRayTracing = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_bVisibleInReflectionCaptures_GET(UPrimitiveComponent* Ptr) { return Ptr->bVisibleInReflectionCaptures; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_bVisibleInReflectionCaptures_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->bVisibleInReflectionCaptures = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_CachedMaxDrawDistance_GET(UPrimitiveComponent* Ptr) { return Ptr->CachedMaxDrawDistance; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_CachedMaxDrawDistance_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->CachedMaxDrawDistance = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_CastShadow_GET(UPrimitiveComponent* Ptr) { return Ptr->CastShadow; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_CastShadow_SET(UPrimitiveComponent* Ptr, uint8 Value) { Ptr->CastShadow = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_CustomDepthStencilValue_GET(UPrimitiveComponent* Ptr) { return Ptr->CustomDepthStencilValue; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_CustomDepthStencilValue_SET(UPrimitiveComponent* Ptr, int32 Value) { Ptr->CustomDepthStencilValue = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_CustomDepthStencilWriteMask_GET(UPrimitiveComponent* Ptr) { return Ptr->CustomDepthStencilWriteMask; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_CustomDepthStencilWriteMask_SET(UPrimitiveComponent* Ptr, ERendererStencilMask Value) { Ptr->CustomDepthStencilWriteMask = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LastRenderTime_GET(UPrimitiveComponent* Ptr) { return Ptr->LastRenderTime; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LastRenderTime_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->LastRenderTime = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LastRenderTimeOnScreen_GET(UPrimitiveComponent* Ptr) { return Ptr->LastRenderTimeOnScreen; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LastRenderTimeOnScreen_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->LastRenderTimeOnScreen = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LastSubmitTime_GET(UPrimitiveComponent* Ptr) { return Ptr->LastSubmitTime; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LastSubmitTime_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->LastSubmitTime = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LDMaxDrawDistance_GET(UPrimitiveComponent* Ptr) { return Ptr->LDMaxDrawDistance; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LDMaxDrawDistance_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->LDMaxDrawDistance = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LightingChannels_GET(UPrimitiveComponent* Ptr) { return (INT_PTR)&(Ptr->LightingChannels); } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LightingChannels_SET(UPrimitiveComponent* Ptr, INT_PTR Value) { Ptr->LightingChannels = *(FLightingChannels*)Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LightmapType_GET(UPrimitiveComponent* Ptr) { return Ptr->LightmapType; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LightmapType_SET(UPrimitiveComponent* Ptr, ELightmapType Value) { Ptr->LightmapType = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_LpvBiasMultiplier_GET(UPrimitiveComponent* Ptr) { return Ptr->LpvBiasMultiplier; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_LpvBiasMultiplier_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->LpvBiasMultiplier = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_MinDrawDistance_GET(UPrimitiveComponent* Ptr) { return Ptr->MinDrawDistance; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_MinDrawDistance_SET(UPrimitiveComponent* Ptr, float Value) { Ptr->MinDrawDistance = Value; } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnBeginCursorOver(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnBeginCursorOver"; wrapper->SourceObject = Obj; Obj->OnBeginCursorOver.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentBeginCursorOverSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnBeginCursorOver(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentBeginOverlap(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentBeginOverlap"; wrapper->SourceObject = Obj; Obj->OnComponentBeginOverlap.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentBeginOverlapSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentBeginOverlap(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentCollisionSettingsChangedEvent(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentCollisionSettingsChangedEvent"; wrapper->SourceObject = Obj; Obj->OnComponentCollisionSettingsChangedEvent.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentCollisionSettingsChangedSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentCollisionSettingsChangedEvent(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentEndOverlap(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentEndOverlap"; wrapper->SourceObject = Obj; Obj->OnComponentEndOverlap.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentEndOverlapSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentEndOverlap(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentHit(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentHit"; wrapper->SourceObject = Obj; Obj->OnComponentHit.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentHitSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentHit(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentSleep(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentSleep"; wrapper->SourceObject = Obj; Obj->OnComponentSleep.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentSleepSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentSleep(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnComponentWake(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnComponentWake"; wrapper->SourceObject = Obj; Obj->OnComponentWake.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentWakeSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnComponentWake(UPrimitiveComponent* Obj) { } DOTNET_EXPORT void E_EVENT_ADD_UPrimitiveComponent_OnEndCursorOver(UPrimitiveComponent* Obj) { auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance()); wrapper->ManageDelegateName = "InvokeEvent_OnEndCursorOver"; wrapper->SourceObject = Obj; Obj->OnEndCursorOver.AddDynamic(wrapper, &UManageEventSender::Wrapper_FComponentEndCursorOverSignature); } DOTNET_EXPORT void E_EVENT_DEL_UPrimitiveComponent_OnEndCursorOver(UPrimitiveComponent* Obj) { } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_TranslucencySortPriority_GET(UPrimitiveComponent* Ptr) { return Ptr->TranslucencySortPriority; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_TranslucencySortPriority_SET(UPrimitiveComponent* Ptr, int32 Value) { Ptr->TranslucencySortPriority = Value; } DOTNET_EXPORT auto E_PROP_UPrimitiveComponent_VisibilityId_GET(UPrimitiveComponent* Ptr) { return Ptr->VisibilityId; } DOTNET_EXPORT void E_PROP_UPrimitiveComponent_VisibilityId_SET(UPrimitiveComponent* Ptr, int32 Value) { Ptr->VisibilityId = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UPrimitiveComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UPrimitiveComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddAngularImpulse(UPrimitiveComponent* Self, INT_PTR Impulse, char* BoneName, bool bVelChange) { auto _p0 = *(FVector*)Impulse; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bVelChange; Self->AddAngularImpulse(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddAngularImpulseInDegrees(UPrimitiveComponent* Self, INT_PTR Impulse, char* BoneName, bool bVelChange) { auto _p0 = *(FVector*)Impulse; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bVelChange; Self->AddAngularImpulseInDegrees(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddAngularImpulseInRadians(UPrimitiveComponent* Self, INT_PTR Impulse, char* BoneName, bool bVelChange) { auto _p0 = *(FVector*)Impulse; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bVelChange; Self->AddAngularImpulseInRadians(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddForce(UPrimitiveComponent* Self, INT_PTR Force, char* BoneName, bool bAccelChange) { auto _p0 = *(FVector*)Force; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bAccelChange; Self->AddForce(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddForceAtLocation(UPrimitiveComponent* Self, INT_PTR Force, INT_PTR Location, char* BoneName) { auto _p0 = *(FVector*)Force; auto _p1 = *(FVector*)Location; auto _p2 = ConvertFromManage_FName(BoneName); Self->AddForceAtLocation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddForceAtLocationLocal(UPrimitiveComponent* Self, INT_PTR Force, INT_PTR Location, char* BoneName) { auto _p0 = *(FVector*)Force; auto _p1 = *(FVector*)Location; auto _p2 = ConvertFromManage_FName(BoneName); Self->AddForceAtLocationLocal(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddImpulse(UPrimitiveComponent* Self, INT_PTR Impulse, char* BoneName, bool bVelChange) { auto _p0 = *(FVector*)Impulse; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bVelChange; Self->AddImpulse(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddImpulseAtLocation(UPrimitiveComponent* Self, INT_PTR Impulse, INT_PTR Location, char* BoneName) { auto _p0 = *(FVector*)Impulse; auto _p1 = *(FVector*)Location; auto _p2 = ConvertFromManage_FName(BoneName); Self->AddImpulseAtLocation(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddRadialForce(UPrimitiveComponent* Self, INT_PTR Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bAccelChange) { auto _p0 = *(FVector*)Origin; auto _p1 = Radius; auto _p2 = Strength; auto _p3 = Falloff; auto _p4 = bAccelChange; Self->AddRadialForce(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddRadialImpulse(UPrimitiveComponent* Self, INT_PTR Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange) { auto _p0 = *(FVector*)Origin; auto _p1 = Radius; auto _p2 = Strength; auto _p3 = Falloff; auto _p4 = bVelChange; Self->AddRadialImpulse(_p0, _p1, _p2, _p3, _p4); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddTorque(UPrimitiveComponent* Self, INT_PTR Torque, char* BoneName, bool bAccelChange) { auto _p0 = *(FVector*)Torque; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bAccelChange; Self->AddTorque(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddTorqueInDegrees(UPrimitiveComponent* Self, INT_PTR Torque, char* BoneName, bool bAccelChange) { auto _p0 = *(FVector*)Torque; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bAccelChange; Self->AddTorqueInDegrees(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AddTorqueInRadians(UPrimitiveComponent* Self, INT_PTR Torque, char* BoneName, bool bAccelChange) { auto _p0 = *(FVector*)Torque; auto _p1 = ConvertFromManage_FName(BoneName); auto _p2 = bAccelChange; Self->AddTorqueInRadians(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_AreAllCollideableDescendantsRelative(UPrimitiveComponent* Self, bool bAllowCachedValue) { auto _p0 = bAllowCachedValue; return ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->AreAllCollideableDescendantsRelative_WRAP(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_AreSymmetricRotations(UPrimitiveComponent* Self, INT_PTR A, INT_PTR B, INT_PTR Scale3D) { auto& _p0 = *(FQuat*)A; auto& _p1 = *(FQuat*)B; auto& _p2 = *(FVector*)Scale3D; return Self->AreSymmetricRotations(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_BeginComponentOverlap(UPrimitiveComponent* Self, INT_PTR OtherOverlap, bool bDoNotifies) { auto& _p0 = *(FOverlapInfo*)OtherOverlap; auto _p1 = bDoNotifies; Self->BeginComponentOverlap(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_CalculateMass(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return Self->CalculateMass(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_CanCharacterStepUp(UPrimitiveComponent* Self, APawn* Pawn) { auto _p0 = Pawn; return Self->CanCharacterStepUp(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_CanEditSimulatePhysics(UPrimitiveComponent* Self) { return Self->CanEditSimulatePhysics(); } DOTNET_EXPORT auto E_UPrimitiveComponent_ClearComponentOverlaps(UPrimitiveComponent* Self, bool bDoNotifies, bool bSkipNotifySelf) { auto _p0 = bDoNotifies; auto _p1 = bSkipNotifySelf; ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->ClearComponentOverlaps_WRAP(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_ClearMoveIgnoreActors(UPrimitiveComponent* Self) { Self->ClearMoveIgnoreActors(); } DOTNET_EXPORT auto E_UPrimitiveComponent_ClearMoveIgnoreComponents(UPrimitiveComponent* Self) { Self->ClearMoveIgnoreComponents(); } DOTNET_EXPORT auto E_UPrimitiveComponent_ComponentOverlapComponent(UPrimitiveComponent* Self, UPrimitiveComponent* PrimComp, INT_PTR Pos, INT_PTR Rot, INT_PTR Params) { auto _p0 = PrimComp; auto _p1 = *(FVector*)Pos; auto& _p2 = *(FQuat*)Rot; auto& _p3 = *(FCollisionQueryParams*)Params; return Self->ComponentOverlapComponent(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UPrimitiveComponent_ComponentOverlapComponent_o1(UPrimitiveComponent* Self, UPrimitiveComponent* PrimComp, INT_PTR Pos, INT_PTR Rot, INT_PTR Params) { auto _p0 = PrimComp; auto _p1 = *(FVector*)Pos; auto _p2 = *(FRotator*)Rot; auto& _p3 = *(FCollisionQueryParams*)Params; return Self->ComponentOverlapComponent(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UPrimitiveComponent_ComponentOverlapComponentImpl(UPrimitiveComponent* Self, UPrimitiveComponent* PrimComp, INT_PTR Pos, INT_PTR Rot, INT_PTR Params) { auto _p0 = PrimComp; auto _p1 = *(FVector*)Pos; auto& _p2 = *(FQuat*)Rot; auto& _p3 = *(FCollisionQueryParams*)Params; return ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->ComponentOverlapComponentImpl_WRAP(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UPrimitiveComponent_DispatchMouseOverEvents(UPrimitiveComponent* Self, UPrimitiveComponent* CurrentComponent, UPrimitiveComponent* NewComponent) { auto _p0 = CurrentComponent; auto _p1 = NewComponent; Self->DispatchMouseOverEvents(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_DispatchOnClicked(UPrimitiveComponent* Self) { Self->DispatchOnClicked(); } DOTNET_EXPORT auto E_UPrimitiveComponent_DispatchOnReleased(UPrimitiveComponent* Self) { Self->DispatchOnReleased(); } DOTNET_EXPORT auto E_UPrimitiveComponent_DispatchWakeEvents(UPrimitiveComponent* Self, ESleepEvent WakeEvent, char* BoneName) { auto _p0 = WakeEvent; auto _p1 = ConvertFromManage_FName(BoneName); Self->DispatchWakeEvents(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_EndComponentOverlap(UPrimitiveComponent* Self, INT_PTR OtherOverlap, bool bDoNotifies, bool bSkipNotifySelf) { auto& _p0 = *(FOverlapInfo*)OtherOverlap; auto _p1 = bDoNotifies; auto _p2 = bSkipNotifySelf; Self->EndComponentOverlap(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_EnsurePhysicsStateCreated(UPrimitiveComponent* Self) { ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->EnsurePhysicsStateCreated_WRAP(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetAngularDamping(UPrimitiveComponent* Self) { return Self->GetAngularDamping(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetCenterOfMass(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetCenterOfMass(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetClosestPointOnCollision(UPrimitiveComponent* Self, INT_PTR Point, INT_PTR OutPointOnBody, char* BoneName) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FVector*)OutPointOnBody; auto _p2 = ConvertFromManage_FName(BoneName); return Self->GetClosestPointOnCollision(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetCollisionProfileName(UPrimitiveComponent* Self) { return ConvertToManage_StringWrapper(Self->GetCollisionProfileName()); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetDiffuseBoost(UPrimitiveComponent* Self, int32 ElementIndex) { auto _p0 = ElementIndex; return Self->GetDiffuseBoost(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetDistanceToCollision(UPrimitiveComponent* Self, INT_PTR Point, INT_PTR ClosestPointOnCollision) { auto& _p0 = *(FVector*)Point; auto& _p1 = *(FVector*)ClosestPointOnCollision; return Self->GetDistanceToCollision(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetEmissiveBoost(UPrimitiveComponent* Self, int32 ElementIndex) { auto _p0 = ElementIndex; return Self->GetEmissiveBoost(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetGenerateOverlapEvents(UPrimitiveComponent* Self) { return Self->GetGenerateOverlapEvents(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetInertiaTensor(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetInertiaTensor(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetLightAndShadowMapMemoryUsage(UPrimitiveComponent* Self, int32 LightMapMemoryUsage, int32 ShadowMapMemoryUsage) { auto& _p0 = LightMapMemoryUsage; auto& _p1 = ShadowMapMemoryUsage; Self->GetLightAndShadowMapMemoryUsage(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetLightMapResolution(UPrimitiveComponent* Self, int32 Width, int32 Height) { auto& _p0 = Width; auto& _p1 = Height; return Self->GetLightMapResolution(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetLinearDamping(UPrimitiveComponent* Self) { return Self->GetLinearDamping(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetLODParentPrimitive(UPrimitiveComponent* Self) { return ConvertToManage_ObjectPointerDescription(Self->GetLODParentPrimitive()); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetMass(UPrimitiveComponent* Self) { return Self->GetMass(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetMassScale(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return Self->GetMassScale(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetNumMaterials(UPrimitiveComponent* Self) { return Self->GetNumMaterials(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetPhysicsAngularVelocity(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetPhysicsAngularVelocity(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetPhysicsAngularVelocityInDegrees(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetPhysicsAngularVelocityInDegrees(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetPhysicsAngularVelocityInRadians(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetPhysicsAngularVelocityInRadians(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetPhysicsLinearVelocity(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetPhysicsLinearVelocity(_p0)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetPhysicsLinearVelocityAtPoint(UPrimitiveComponent* Self, INT_PTR Point, char* BoneName) { auto _p0 = *(FVector*)Point; auto _p1 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->GetPhysicsLinearVelocityAtPoint(_p0, _p1)); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetRenderMatrix(UPrimitiveComponent* Self) { return (INT_PTR) new FMatrix(Self->GetRenderMatrix()); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetRigidBodyState(UPrimitiveComponent* Self, INT_PTR OutState, char* BoneName) { auto& _p0 = *(FRigidBodyState*)OutState; auto _p1 = ConvertFromManage_FName(BoneName); return Self->GetRigidBodyState(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetShadowIndirectOnly(UPrimitiveComponent* Self) { return Self->GetShadowIndirectOnly(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetSquaredDistanceToCollision(UPrimitiveComponent* Self, INT_PTR Point, float OutSquaredDistance, INT_PTR OutClosestPointOnCollision) { auto& _p0 = *(FVector*)Point; auto& _p1 = OutSquaredDistance; auto& _p2 = *(FVector*)OutClosestPointOnCollision; return Self->GetSquaredDistanceToCollision(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetStaticDepthPriorityGroup(UPrimitiveComponent* Self) { return Self->GetStaticDepthPriorityGroup(); } DOTNET_EXPORT auto E_UPrimitiveComponent_GetStaticLightMapResolution(UPrimitiveComponent* Self) { return Self->GetStaticLightMapResolution(); } DOTNET_EXPORT auto E_UPrimitiveComponent_HasStaticLighting(UPrimitiveComponent* Self) { return Self->HasStaticLighting(); } DOTNET_EXPORT auto E_UPrimitiveComponent_HasValidSettingsForStaticLighting(UPrimitiveComponent* Self, bool bOverlookInvalidComponents) { auto _p0 = bOverlookInvalidComponents; return Self->HasValidSettingsForStaticLighting(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_IgnoreActorWhenMoving(UPrimitiveComponent* Self, AActor* Actor, bool bShouldIgnore) { auto _p0 = Actor; auto _p1 = bShouldIgnore; Self->IgnoreActorWhenMoving(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_IgnoreComponentWhenMoving(UPrimitiveComponent* Self, UPrimitiveComponent* Component, bool bShouldIgnore) { auto _p0 = Component; auto _p1 = bShouldIgnore; Self->IgnoreComponentWhenMoving(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_InitSweepCollisionParams(UPrimitiveComponent* Self, INT_PTR OutParams, INT_PTR OutResponseParam) { auto& _p0 = *(FCollisionQueryParams*)OutParams; auto& _p1 = *(FCollisionResponseParams*)OutResponseParam; Self->InitSweepCollisionParams(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsAnyRigidBodyAwake(UPrimitiveComponent* Self) { return Self->IsAnyRigidBodyAwake(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsAttachedToStreamingManager(UPrimitiveComponent* Self) { return Self->IsAttachedToStreamingManager(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsComponentIndividuallySelected(UPrimitiveComponent* Self) { return Self->IsComponentIndividuallySelected(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsGravityEnabled(UPrimitiveComponent* Self) { return Self->IsGravityEnabled(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsOverlappingActor(UPrimitiveComponent* Self, AActor* Other) { auto _p0 = Other; return Self->IsOverlappingActor(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsOverlappingComponent(UPrimitiveComponent* Self, UPrimitiveComponent* OtherComp) { auto _p0 = OtherComp; return Self->IsOverlappingComponent(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsOverlappingComponent_o1(UPrimitiveComponent* Self, INT_PTR Overlap) { auto& _p0 = *(FOverlapInfo*)Overlap; return Self->IsOverlappingComponent(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsPostPhysicsComponentTickEnabled(UPrimitiveComponent* Self) { return Self->IsPostPhysicsComponentTickEnabled(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsWelded(UPrimitiveComponent* Self) { return Self->IsWelded(); } DOTNET_EXPORT auto E_UPrimitiveComponent_IsZeroExtent(UPrimitiveComponent* Self) { return Self->IsZeroExtent(); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_BoxOverlapComponent(UPrimitiveComponent* Self, INT_PTR InBoxCentre, INT_PTR InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, INT_PTR HitLocation, INT_PTR HitNormal, char* BoneName, INT_PTR OutHit) { auto _p0 = *(FVector*)InBoxCentre; auto _p1 = *(FBox*)InBox; auto _p2 = bTraceComplex; auto _p3 = bShowTrace; auto _p4 = bPersistentShowTrace; auto& _p5 = *(FVector*)HitLocation; auto& _p6 = *(FVector*)HitNormal; auto _p7 = ConvertFromManage_FName(BoneName); auto& _p8 = *(FHitResult*)OutHit; return Self->K2_BoxOverlapComponent(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_IsCollisionEnabled(UPrimitiveComponent* Self) { return Self->K2_IsCollisionEnabled(); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_IsPhysicsCollisionEnabled(UPrimitiveComponent* Self) { return Self->K2_IsPhysicsCollisionEnabled(); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_IsQueryCollisionEnabled(UPrimitiveComponent* Self) { return Self->K2_IsQueryCollisionEnabled(); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_LineTraceComponent(UPrimitiveComponent* Self, INT_PTR TraceStart, INT_PTR TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, INT_PTR HitLocation, INT_PTR HitNormal, char* BoneName, INT_PTR OutHit) { auto _p0 = *(FVector*)TraceStart; auto _p1 = *(FVector*)TraceEnd; auto _p2 = bTraceComplex; auto _p3 = bShowTrace; auto _p4 = bPersistentShowTrace; auto& _p5 = *(FVector*)HitLocation; auto& _p6 = *(FVector*)HitNormal; auto _p7 = ConvertFromManage_FName(BoneName); auto& _p8 = *(FHitResult*)OutHit; return Self->K2_LineTraceComponent(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_SphereOverlapComponent(UPrimitiveComponent* Self, INT_PTR InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, INT_PTR HitLocation, INT_PTR HitNormal, char* BoneName, INT_PTR OutHit) { auto _p0 = *(FVector*)InSphereCentre; auto _p1 = InSphereRadius; auto _p2 = bTraceComplex; auto _p3 = bShowTrace; auto _p4 = bPersistentShowTrace; auto& _p5 = *(FVector*)HitLocation; auto& _p6 = *(FVector*)HitNormal; auto _p7 = ConvertFromManage_FName(BoneName); auto& _p8 = *(FHitResult*)OutHit; return Self->K2_SphereOverlapComponent(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8); } DOTNET_EXPORT auto E_UPrimitiveComponent_K2_SphereTraceComponent(UPrimitiveComponent* Self, INT_PTR TraceStart, INT_PTR TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, INT_PTR HitLocation, INT_PTR HitNormal, char* BoneName, INT_PTR OutHit) { auto _p0 = *(FVector*)TraceStart; auto _p1 = *(FVector*)TraceEnd; auto _p2 = SphereRadius; auto _p3 = bTraceComplex; auto _p4 = bShowTrace; auto _p5 = bPersistentShowTrace; auto& _p6 = *(FVector*)HitLocation; auto& _p7 = *(FVector*)HitNormal; auto _p8 = ConvertFromManage_FName(BoneName); auto& _p9 = *(FHitResult*)OutHit; return Self->K2_SphereTraceComponent(_p0, _p1, _p2, _p3, _p4, _p5, _p6, _p7, _p8, _p9); } DOTNET_EXPORT auto E_UPrimitiveComponent_LineTraceComponent(UPrimitiveComponent* Self, INT_PTR OutHit, INT_PTR Start, INT_PTR End, INT_PTR Params) { auto& _p0 = *(FHitResult*)OutHit; auto _p1 = *(FVector*)Start; auto _p2 = *(FVector*)End; auto& _p3 = *(FCollisionQueryParams*)Params; return Self->LineTraceComponent(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UPrimitiveComponent_OnComponentCollisionSettingsChanged(UPrimitiveComponent* Self) { ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->OnComponentCollisionSettingsChanged_WRAP(); } DOTNET_EXPORT auto E_UPrimitiveComponent_PushHoveredToProxy(UPrimitiveComponent* Self, bool bInHovered) { auto _p0 = bInHovered; Self->PushHoveredToProxy(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_PushSelectionToProxy(UPrimitiveComponent* Self) { Self->PushSelectionToProxy(); } DOTNET_EXPORT auto E_UPrimitiveComponent_PutAllRigidBodiesToSleep(UPrimitiveComponent* Self) { Self->PutAllRigidBodiesToSleep(); } DOTNET_EXPORT auto E_UPrimitiveComponent_PutRigidBodyToSleep(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); Self->PutRigidBodyToSleep(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_ReceiveComponentDamage(UPrimitiveComponent* Self, float DamageAmount, INT_PTR DamageEvent, AController* EventInstigator, AActor* DamageCauser) { auto _p0 = DamageAmount; auto& _p1 = *(FDamageEvent*)DamageEvent; auto _p2 = EventInstigator; auto _p3 = DamageCauser; Self->ReceiveComponentDamage(_p0, _p1, _p2, _p3); } DOTNET_EXPORT auto E_UPrimitiveComponent_RigidBodyIsAwake(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); return Self->RigidBodyIsAwake(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_ScaleByMomentOfInertia(UPrimitiveComponent* Self, INT_PTR InputVector, char* BoneName) { auto _p0 = *(FVector*)InputVector; auto _p1 = ConvertFromManage_FName(BoneName); return (INT_PTR) new FVector(Self->ScaleByMomentOfInertia(_p0, _p1)); } DOTNET_EXPORT auto E_UPrimitiveComponent_SendPhysicsTransform(UPrimitiveComponent* Self, ETeleportType Teleport) { auto _p0 = Teleport; ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->SendPhysicsTransform_WRAP(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SendRenderDebugPhysics(UPrimitiveComponent* Self) { Self->SendRenderDebugPhysics(); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllMassScale(UPrimitiveComponent* Self, float InMassScale) { auto _p0 = InMassScale; Self->SetAllMassScale(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsAngularVelocityInDegrees(UPrimitiveComponent* Self, INT_PTR NewAngVel, bool bAddToCurrent) { auto& _p0 = *(FVector*)NewAngVel; auto _p1 = bAddToCurrent; Self->SetAllPhysicsAngularVelocityInDegrees(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsAngularVelocityInRadians(UPrimitiveComponent* Self, INT_PTR NewAngVel, bool bAddToCurrent) { auto& _p0 = *(FVector*)NewAngVel; auto _p1 = bAddToCurrent; Self->SetAllPhysicsAngularVelocityInRadians(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsLinearVelocity(UPrimitiveComponent* Self, INT_PTR NewVel, bool bAddToCurrent) { auto _p0 = *(FVector*)NewVel; auto _p1 = bAddToCurrent; Self->SetAllPhysicsLinearVelocity(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsPosition(UPrimitiveComponent* Self, INT_PTR NewPos) { auto _p0 = *(FVector*)NewPos; Self->SetAllPhysicsPosition(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsRotation(UPrimitiveComponent* Self, INT_PTR NewRot) { auto _p0 = *(FRotator*)NewRot; Self->SetAllPhysicsRotation(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllPhysicsRotation_o1(UPrimitiveComponent* Self, INT_PTR NewRot) { auto& _p0 = *(FQuat*)NewRot; Self->SetAllPhysicsRotation(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAllUseCCD(UPrimitiveComponent* Self, bool InUseCCD) { auto _p0 = InUseCCD; Self->SetAllUseCCD(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetAngularDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; Self->SetAngularDamping(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetBoundsScale(UPrimitiveComponent* Self, float NewBoundsScale) { auto _p0 = NewBoundsScale; Self->SetBoundsScale(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCachedMaxDrawDistance(UPrimitiveComponent* Self, float NewCachedMaxDrawDistance) { auto _p0 = NewCachedMaxDrawDistance; Self->SetCachedMaxDrawDistance(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCastShadow(UPrimitiveComponent* Self, bool NewCastShadow) { auto _p0 = NewCastShadow; Self->SetCastShadow(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCenterOfMass(UPrimitiveComponent* Self, INT_PTR CenterOfMassOffset, char* BoneName) { auto _p0 = *(FVector*)CenterOfMassOffset; auto _p1 = ConvertFromManage_FName(BoneName); Self->SetCenterOfMass(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCollisionObjectType(UPrimitiveComponent* Self, ECollisionChannel Channel) { auto _p0 = Channel; Self->SetCollisionObjectType(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCollisionProfileName(UPrimitiveComponent* Self, char* InCollisionProfileName) { auto _p0 = ConvertFromManage_FName(InCollisionProfileName); Self->SetCollisionProfileName(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCollisionResponseToAllChannels(UPrimitiveComponent* Self, ECollisionResponse NewResponse) { auto _p0 = NewResponse; Self->SetCollisionResponseToAllChannels(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCollisionResponseToChannel(UPrimitiveComponent* Self, ECollisionChannel Channel, ECollisionResponse NewResponse) { auto _p0 = Channel; auto _p1 = NewResponse; Self->SetCollisionResponseToChannel(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCollisionResponseToChannels(UPrimitiveComponent* Self, INT_PTR NewReponses) { auto& _p0 = *(FCollisionResponseContainer*)NewReponses; Self->SetCollisionResponseToChannels(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCullDistance(UPrimitiveComponent* Self, float NewCullDistance) { auto _p0 = NewCullDistance; Self->SetCullDistance(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCustomDepthStencilValue(UPrimitiveComponent* Self, int32 Value) { auto _p0 = Value; Self->SetCustomDepthStencilValue(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetCustomDepthStencilWriteMask(UPrimitiveComponent* Self, ERendererStencilMask WriteMaskBit) { auto _p0 = WriteMaskBit; Self->SetCustomDepthStencilWriteMask(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetDepthPriorityGroup(UPrimitiveComponent* Self, ESceneDepthPriorityGroup NewDepthPriorityGroup) { auto _p0 = NewDepthPriorityGroup; Self->SetDepthPriorityGroup(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetEnableGravity(UPrimitiveComponent* Self, bool bGravityEnabled) { auto _p0 = bGravityEnabled; Self->SetEnableGravity(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetGenerateOverlapEvents(UPrimitiveComponent* Self, bool bInGenerateOverlapEvents) { auto _p0 = bInGenerateOverlapEvents; Self->SetGenerateOverlapEvents(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetLinearDamping(UPrimitiveComponent* Self, float InDamping) { auto _p0 = InDamping; Self->SetLinearDamping(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetLODParentPrimitive(UPrimitiveComponent* Self, UPrimitiveComponent* InLODParentPrimitive) { auto _p0 = InLODParentPrimitive; Self->SetLODParentPrimitive(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetMassOverrideInKg(UPrimitiveComponent* Self, char* BoneName, float MassInKg, bool bOverrideMass) { auto _p0 = ConvertFromManage_FName(BoneName); auto _p1 = MassInKg; auto _p2 = bOverrideMass; Self->SetMassOverrideInKg(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetMassScale(UPrimitiveComponent* Self, char* BoneName, float InMassScale) { auto _p0 = ConvertFromManage_FName(BoneName); auto _p1 = InMassScale; Self->SetMassScale(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetNotifyRigidBodyCollision(UPrimitiveComponent* Self, bool bNewNotifyRigidBodyCollision) { auto _p0 = bNewNotifyRigidBodyCollision; Self->SetNotifyRigidBodyCollision(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetOnlyOwnerSee(UPrimitiveComponent* Self, bool bNewOnlyOwnerSee) { auto _p0 = bNewOnlyOwnerSee; Self->SetOnlyOwnerSee(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetOwnerNoSee(UPrimitiveComponent* Self, bool bNewOwnerNoSee) { auto _p0 = bNewOwnerNoSee; Self->SetOwnerNoSee(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsAngularVelocity(UPrimitiveComponent* Self, INT_PTR NewAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = *(FVector*)NewAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsAngularVelocity(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsAngularVelocityInDegrees(UPrimitiveComponent* Self, INT_PTR NewAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = *(FVector*)NewAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsAngularVelocityInDegrees(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsAngularVelocityInRadians(UPrimitiveComponent* Self, INT_PTR NewAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = *(FVector*)NewAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsAngularVelocityInRadians(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsLinearVelocity(UPrimitiveComponent* Self, INT_PTR NewVel, bool bAddToCurrent, char* BoneName) { auto _p0 = *(FVector*)NewVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsLinearVelocity(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsMaxAngularVelocity(UPrimitiveComponent* Self, float NewMaxAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = NewMaxAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsMaxAngularVelocity(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsMaxAngularVelocityInDegrees(UPrimitiveComponent* Self, float NewMaxAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = NewMaxAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsMaxAngularVelocityInDegrees(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPhysicsMaxAngularVelocityInRadians(UPrimitiveComponent* Self, float NewMaxAngVel, bool bAddToCurrent, char* BoneName) { auto _p0 = NewMaxAngVel; auto _p1 = bAddToCurrent; auto _p2 = ConvertFromManage_FName(BoneName); Self->SetPhysicsMaxAngularVelocityInRadians(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetPostPhysicsComponentTickEnabled(UPrimitiveComponent* Self, bool bEnable) { auto _p0 = bEnable; Self->SetPostPhysicsComponentTickEnabled(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetReceivesDecals(UPrimitiveComponent* Self, bool bNewReceivesDecals) { auto _p0 = bNewReceivesDecals; Self->SetReceivesDecals(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetRenderCustomDepth(UPrimitiveComponent* Self, bool bValue) { auto _p0 = bValue; Self->SetRenderCustomDepth(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetRenderInMainPass(UPrimitiveComponent* Self, bool bValue) { auto _p0 = bValue; Self->SetRenderInMainPass(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetRigidBodyReplicatedTarget(UPrimitiveComponent* Self, INT_PTR UpdatedState, char* BoneName) { auto& _p0 = *(FRigidBodyState*)UpdatedState; auto _p1 = ConvertFromManage_FName(BoneName); Self->SetRigidBodyReplicatedTarget(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetSimulatePhysics(UPrimitiveComponent* Self, bool bSimulate) { auto _p0 = bSimulate; Self->SetSimulatePhysics(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetSingleSampleShadowFromStationaryLights(UPrimitiveComponent* Self, bool bNewSingleSampleShadowFromStationaryLights) { auto _p0 = bNewSingleSampleShadowFromStationaryLights; Self->SetSingleSampleShadowFromStationaryLights(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetTranslucentSortPriority(UPrimitiveComponent* Self, int32 NewTranslucentSortPriority) { auto _p0 = NewTranslucentSortPriority; Self->SetTranslucentSortPriority(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetUseCCD(UPrimitiveComponent* Self, bool InUseCCD, char* BoneName) { auto _p0 = InUseCCD; auto _p1 = ConvertFromManage_FName(BoneName); Self->SetUseCCD(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_SetViewOwnerDepthPriorityGroup(UPrimitiveComponent* Self, bool bNewUseViewOwnerDepthPriorityGroup, ESceneDepthPriorityGroup NewViewOwnerDepthPriorityGroup) { auto _p0 = bNewUseViewOwnerDepthPriorityGroup; auto _p1 = NewViewOwnerDepthPriorityGroup; Self->SetViewOwnerDepthPriorityGroup(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_ShouldComponentAddToScene(UPrimitiveComponent* Self) { return Self->ShouldComponentAddToScene(); } DOTNET_EXPORT auto E_UPrimitiveComponent_ShouldRecreateProxyOnUpdateTransform(UPrimitiveComponent* Self) { return Self->ShouldRecreateProxyOnUpdateTransform(); } DOTNET_EXPORT auto E_UPrimitiveComponent_ShouldRenderSelected(UPrimitiveComponent* Self) { return Self->ShouldRenderSelected(); } DOTNET_EXPORT auto E_UPrimitiveComponent_SupportsStaticLighting(UPrimitiveComponent* Self) { return ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->SupportsStaticLighting_WRAP(); } DOTNET_EXPORT auto E_UPrimitiveComponent_SyncComponentToRBPhysics(UPrimitiveComponent* Self) { Self->SyncComponentToRBPhysics(); } DOTNET_EXPORT auto E_UPrimitiveComponent_UnWeldChildren(UPrimitiveComponent* Self) { Self->UnWeldChildren(); } DOTNET_EXPORT auto E_UPrimitiveComponent_UnWeldFromParent(UPrimitiveComponent* Self) { Self->UnWeldFromParent(); } DOTNET_EXPORT auto E_UPrimitiveComponent_UpdatePhysicsToRBChannels(UPrimitiveComponent* Self) { ((E_PROTECTED_WRAP_UPrimitiveComponent*)Self)->UpdatePhysicsToRBChannels_WRAP(); } DOTNET_EXPORT auto E_UPrimitiveComponent_UsesOnlyUnlitMaterials(UPrimitiveComponent* Self) { return Self->UsesOnlyUnlitMaterials(); } DOTNET_EXPORT auto E_UPrimitiveComponent_WakeAllRigidBodies(UPrimitiveComponent* Self) { Self->WakeAllRigidBodies(); } DOTNET_EXPORT auto E_UPrimitiveComponent_WakeRigidBody(UPrimitiveComponent* Self, char* BoneName) { auto _p0 = ConvertFromManage_FName(BoneName); Self->WakeRigidBody(_p0); } DOTNET_EXPORT auto E_UPrimitiveComponent_WeldTo(UPrimitiveComponent* Self, USceneComponent* InParent, char* InSocketName) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(InSocketName); Self->WeldTo(_p0, _p1); } DOTNET_EXPORT auto E_UPrimitiveComponent_WeldToImplementation(UPrimitiveComponent* Self, USceneComponent* InParent, char* ParentSocketName, bool bWeldSimulatedChild) { auto _p0 = InParent; auto _p1 = ConvertFromManage_FName(ParentSocketName); auto _p2 = bWeldSimulatedChild; return Self->WeldToImplementation(_p0, _p1, _p2); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UVectorFieldComponent.h
<filename>Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UVectorFieldComponent.h #pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Runtime/Engine/Classes/Components/VectorFieldComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\VectorFieldComponent.h:18 extern "C" { DOTNET_EXPORT auto E_PROP_UVectorFieldComponent_Intensity_GET(UVectorFieldComponent* Ptr) { return Ptr->Intensity; } DOTNET_EXPORT void E_PROP_UVectorFieldComponent_Intensity_SET(UVectorFieldComponent* Ptr, float Value) { Ptr->Intensity = Value; } DOTNET_EXPORT auto E_PROP_UVectorFieldComponent_Tightness_GET(UVectorFieldComponent* Ptr) { return Ptr->Tightness; } DOTNET_EXPORT void E_PROP_UVectorFieldComponent_Tightness_SET(UVectorFieldComponent* Ptr, float Value) { Ptr->Tightness = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UVectorFieldComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UVectorFieldComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UVectorFieldComponent_SetIntensity(UVectorFieldComponent* Self, float NewIntensity) { auto _p0 = NewIntensity; Self->SetIntensity(_p0); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/URotatingMovementComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageRotatingMovementComponent.h" #include "Runtime/Engine/Classes/GameFramework/RotatingMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\GameFramework\RotatingMovementComponent.h:16 extern "C" { DOTNET_EXPORT auto E_PROP_URotatingMovementComponent_PivotTranslation_GET(URotatingMovementComponent* Ptr) { return (INT_PTR)&(Ptr->PivotTranslation); } DOTNET_EXPORT void E_PROP_URotatingMovementComponent_PivotTranslation_SET(URotatingMovementComponent* Ptr, INT_PTR Value) { Ptr->PivotTranslation = *(FVector*)Value; } DOTNET_EXPORT auto E_PROP_URotatingMovementComponent_RotationRate_GET(URotatingMovementComponent* Ptr) { return (INT_PTR)&(Ptr->RotationRate); } DOTNET_EXPORT void E_PROP_URotatingMovementComponent_RotationRate_SET(URotatingMovementComponent* Ptr, INT_PTR Value) { Ptr->RotationRate = *(FRotator*)Value; } DOTNET_EXPORT INT_PTR E_NewObject_URotatingMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<URotatingMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnTeleported(UMovementComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageRotatingMovementComponent*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_StopMovementImmediately(UMovementComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_UpdateTickRegistration(UMovementComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageRotatingMovementComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_BeginPlay(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_Deactivate(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageRotatingMovementComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_InitializeComponent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageRotatingMovementComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnComponentCreated(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageRotatingMovementComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnRegister(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnUnregister(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageRotatingMovementComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageRotatingMovementComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageRotatingMovementComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageRotatingMovementComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageRotatingMovementComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_ToggleActive(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_UninitializeComponent(UActorComponent* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_BeginDestroy(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_FinishDestroy(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostCDOContruct(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostEditImport(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostInitProperties(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostLoad(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostNetReceive(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostRepNotifies(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageRotatingMovementComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PreDestroyFromReplication(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_PreNetReceive(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_ShutdownAfterError(UObject* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__URotatingMovementComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageRotatingMovementComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS
mrkriv/UnrealDotNet
Plugins/UnrealDotNet/Source/UnrealDotNetRuntime/Public/Generate/Export/UInterpToMovementComponent.h
#pragma once // This file was created automatically, do not modify the contents of this file. PRAGMA_DISABLE_DEPRECATION_WARNINGS #include "CoreMinimal.h" #include "ManageEventSender.h" #include "Generate/Manage/ManageInterpToMovementComponent.h" #include "Runtime/Engine/Classes/Components/InterpToMovementComponent.h" // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\InterpToMovementComponent.h:61 class E_PROTECTED_WRAP_UInterpToMovementComponent : protected UInterpToMovementComponent { public: float CalculateNewTime_WRAP(float TimeNow, float Delta, FHitResult& HitResult, bool InBroadcastEvent, bool& OutStopped, float& OutTimeRemainder) { return CalculateNewTime(TimeNow, Delta, HitResult, InBroadcastEvent, OutStopped, OutTimeRemainder); } FVector ComputeMoveDelta_WRAP(float Time) { return ComputeMoveDelta(Time); } bool HandleHitWall_WRAP(const FHitResult& Hit, float TimeTick, const FVector& MoveDelta) { return HandleHitWall(Hit, TimeTick, MoveDelta); } void ReverseDirection_WRAP(const FHitResult& Hit, float Time, bool InBroadcastEvent) { ReverseDirection(Hit, Time, InBroadcastEvent); } void UpdateControlPoints_WRAP(bool InForceUpdate) { UpdateControlPoints(InForceUpdate); } }; extern "C" { DOTNET_EXPORT auto E_PROP_UInterpToMovementComponent_BehaviourType_GET(UInterpToMovementComponent* Ptr) { return Ptr->BehaviourType; } DOTNET_EXPORT void E_PROP_UInterpToMovementComponent_BehaviourType_SET(UInterpToMovementComponent* Ptr, EInterpToBehaviourType Value) { Ptr->BehaviourType = Value; } DOTNET_EXPORT auto E_PROP_UInterpToMovementComponent_Duration_GET(UInterpToMovementComponent* Ptr) { return Ptr->Duration; } DOTNET_EXPORT void E_PROP_UInterpToMovementComponent_Duration_SET(UInterpToMovementComponent* Ptr, float Value) { Ptr->Duration = Value; } DOTNET_EXPORT auto E_PROP_UInterpToMovementComponent_MaxSimulationIterations_GET(UInterpToMovementComponent* Ptr) { return Ptr->MaxSimulationIterations; } DOTNET_EXPORT void E_PROP_UInterpToMovementComponent_MaxSimulationIterations_SET(UInterpToMovementComponent* Ptr, int32 Value) { Ptr->MaxSimulationIterations = Value; } DOTNET_EXPORT auto E_PROP_UInterpToMovementComponent_MaxSimulationTimeStep_GET(UInterpToMovementComponent* Ptr) { return Ptr->MaxSimulationTimeStep; } DOTNET_EXPORT void E_PROP_UInterpToMovementComponent_MaxSimulationTimeStep_SET(UInterpToMovementComponent* Ptr, float Value) { Ptr->MaxSimulationTimeStep = Value; } DOTNET_EXPORT INT_PTR E_NewObject_UInterpToMovementComponent(UObject* Parent, char* Name) { return (INT_PTR)NewObject<UInterpToMovementComponent>(Parent, FName(UTF8_TO_TCHAR(Name))); } DOTNET_EXPORT auto E_UInterpToMovementComponent_AddControlPointPosition(UInterpToMovementComponent* Self, INT_PTR Pos, bool bPositionIsRelative) { auto _p0 = *(FVector*)Pos; auto _p1 = bPositionIsRelative; Self->AddControlPointPosition(_p0, _p1); } DOTNET_EXPORT auto E_UInterpToMovementComponent_CalculateNewTime(UInterpToMovementComponent* Self, float TimeNow, float Delta, INT_PTR HitResult, bool InBroadcastEvent, bool OutStopped, float OutTimeRemainder) { auto _p0 = TimeNow; auto _p1 = Delta; auto& _p2 = *(FHitResult*)HitResult; auto _p3 = InBroadcastEvent; auto& _p4 = OutStopped; auto& _p5 = OutTimeRemainder; return ((E_PROTECTED_WRAP_UInterpToMovementComponent*)Self)->CalculateNewTime_WRAP(_p0, _p1, _p2, _p3, _p4, _p5); } DOTNET_EXPORT auto E_UInterpToMovementComponent_CheckStillInWorld(UInterpToMovementComponent* Self) { return Self->CheckStillInWorld(); } DOTNET_EXPORT auto E_UInterpToMovementComponent_ComputeMoveDelta(UInterpToMovementComponent* Self, float Time) { auto _p0 = Time; return (INT_PTR) new FVector(((E_PROTECTED_WRAP_UInterpToMovementComponent*)Self)->ComputeMoveDelta_WRAP(_p0)); } DOTNET_EXPORT auto E_UInterpToMovementComponent_FinaliseControlPoints(UInterpToMovementComponent* Self) { Self->FinaliseControlPoints(); } DOTNET_EXPORT auto E_UInterpToMovementComponent_GetSimulationTimeStep(UInterpToMovementComponent* Self, float RemainingTime, int32 Iterations) { auto _p0 = RemainingTime; auto _p1 = Iterations; return Self->GetSimulationTimeStep(_p0, _p1); } DOTNET_EXPORT auto E_UInterpToMovementComponent_HandleHitWall(UInterpToMovementComponent* Self, INT_PTR Hit, float TimeTick, INT_PTR MoveDelta) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = TimeTick; auto& _p2 = *(FVector*)MoveDelta; return ((E_PROTECTED_WRAP_UInterpToMovementComponent*)Self)->HandleHitWall_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UInterpToMovementComponent_HasStoppedSimulation(UInterpToMovementComponent* Self) { return Self->HasStoppedSimulation(); } DOTNET_EXPORT auto E_UInterpToMovementComponent_ResetControlPoints(UInterpToMovementComponent* Self) { Self->ResetControlPoints(); } DOTNET_EXPORT auto E_UInterpToMovementComponent_RestartMovement(UInterpToMovementComponent* Self, float InitialDirection) { auto _p0 = InitialDirection; Self->RestartMovement(_p0); } DOTNET_EXPORT auto E_UInterpToMovementComponent_ReverseDirection(UInterpToMovementComponent* Self, INT_PTR Hit, float Time, bool InBroadcastEvent) { auto& _p0 = *(FHitResult*)Hit; auto _p1 = Time; auto _p2 = InBroadcastEvent; ((E_PROTECTED_WRAP_UInterpToMovementComponent*)Self)->ReverseDirection_WRAP(_p0, _p1, _p2); } DOTNET_EXPORT auto E_UInterpToMovementComponent_ShouldUseSubStepping(UInterpToMovementComponent* Self) { return Self->ShouldUseSubStepping(); } DOTNET_EXPORT auto E_UInterpToMovementComponent_StopSimulating(UInterpToMovementComponent* Self, INT_PTR HitResult) { auto& _p0 = *(FHitResult*)HitResult; Self->StopSimulating(_p0); } DOTNET_EXPORT auto E_UInterpToMovementComponent_UpdateControlPoints(UInterpToMovementComponent* Self, bool InForceUpdate) { auto _p0 = InForceUpdate; ((E_PROTECTED_WRAP_UInterpToMovementComponent*)Self)->UpdateControlPoints_WRAP(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_UpdateControlPoints(UInterpToMovementComponent* Self, bool InForceUpdate) { auto _p0 = InForceUpdate; ((UManageInterpToMovementComponent*)Self)->_Supper__UpdateControlPoints(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnTeleported(UMovementComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnTeleported(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SetPlaneConstraintEnabled(UMovementComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageInterpToMovementComponent*)Self)->_Supper__SetPlaneConstraintEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SnapUpdatedComponentToPlane(UMovementComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__SnapUpdatedComponentToPlane(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_StopMovementImmediately(UMovementComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__StopMovementImmediately(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_UpdateComponentVelocity(UMovementComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__UpdateComponentVelocity(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_UpdateTickRegistration(UMovementComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__UpdateTickRegistration(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_Activate(UActorComponent* Self, bool bReset) { auto _p0 = bReset; ((UManageInterpToMovementComponent*)Self)->_Supper__Activate(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_BeginPlay(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__BeginPlay(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_CreateRenderState_Concurrent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__CreateRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_Deactivate(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__Deactivate(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren) { auto _p0 = bPromoteChildren; ((UManageInterpToMovementComponent*)Self)->_Supper__DestroyComponent(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_DestroyRenderState_Concurrent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__DestroyRenderState_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_InitializeComponent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__InitializeComponent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) { auto _p0 = bInvalidateBuildEnqueuedLighting; auto _p1 = bTranslationOnly; ((UManageInterpToMovementComponent*)Self)->_Supper__InvalidateLightingCacheDetailed(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnActorEnableCollisionChanged(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnActorEnableCollisionChanged(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnComponentCreated(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnComponentCreated(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy) { auto _p0 = bDestroyingHierarchy; ((UManageInterpToMovementComponent*)Self)->_Supper__OnComponentDestroyed(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnCreatePhysicsState(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnCreatePhysicsState(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnDestroyPhysicsState(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnDestroyPhysicsState(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnRegister(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnRegister(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnRep_IsActive(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnRep_IsActive(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnUnregister(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnUnregister(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister) { auto _p0 = bRegister; ((UManageInterpToMovementComponent*)Self)->_Supper__RegisterComponentTickFunctions(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__SendRenderDynamicData_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SendRenderTransform_Concurrent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__SendRenderTransform_Concurrent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset) { auto _p0 = bNewActive; auto _p1 = bReset; ((UManageInterpToMovementComponent*)Self)->_Supper__SetActive(_p0, _p1); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate) { auto _p0 = bNewAutoActivate; ((UManageInterpToMovementComponent*)Self)->_Supper__SetAutoActivate(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageInterpToMovementComponent*)Self)->_Supper__SetComponentTickEnabled(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled) { auto _p0 = bEnabled; ((UManageInterpToMovementComponent*)Self)->_Supper__SetComponentTickEnabledAsync(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_ToggleActive(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__ToggleActive(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_UninitializeComponent(UActorComponent* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__UninitializeComponent(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_BeginDestroy(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__BeginDestroy(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_FinishDestroy(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__FinishDestroy(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_MarkAsEditorOnlySubobject(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__MarkAsEditorOnlySubobject(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostCDOContruct(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostCDOContruct(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostEditImport(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostEditImport(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostInitProperties(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostInitProperties(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostLoad(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostLoad(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostNetReceive(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostNetReceive(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostRepNotifies(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PostRepNotifies(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PostSaveRoot(UObject* Self, bool bCleanupIsRequired) { auto _p0 = bCleanupIsRequired; ((UManageInterpToMovementComponent*)Self)->_Supper__PostSaveRoot(_p0); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PreDestroyFromReplication(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PreDestroyFromReplication(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_PreNetReceive(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__PreNetReceive(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_ShutdownAfterError(UObject* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__ShutdownAfterError(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_CreateCluster(UObjectBaseUtility* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__CreateCluster(); } DOTNET_EXPORT auto E__Supper__UInterpToMovementComponent_OnClusterMarkedAsPendingKill(UObjectBaseUtility* Self) { ((UManageInterpToMovementComponent*)Self)->_Supper__OnClusterMarkedAsPendingKill(); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS