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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
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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
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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
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