Files
cheat_escape_the_backrooms/cheat/sdk/SDK/ActorLayerUtilities_functions.cpp
T
2025-11-05 10:06:21 +08:00

105 lines
3.6 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: ActorLayerUtilities
#include "Basic.hpp"
#include "ActorLayerUtilities_classes.hpp"
#include "ActorLayerUtilities_parameters.hpp"
namespace SDK
{
// Function ActorLayerUtilities.LayersBlueprintLibrary.AddActorToLayer
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FActorLayer& Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void ULayersBlueprintLibrary::AddActorToLayer(class AActor* InActor, const struct FActorLayer& Layer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "AddActorToLayer");
Params::LayersBlueprintLibrary_AddActorToLayer Parms{};
Parms.InActor = InActor;
Parms.Layer = std::move(Layer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ActorLayerUtilities.LayersBlueprintLibrary.GetActors
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FActorLayer& ActorLayer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> ULayersBlueprintLibrary::GetActors(class UObject* WorldContextObject, const struct FActorLayer& ActorLayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "GetActors");
Params::LayersBlueprintLibrary_GetActors Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ActorLayer = std::move(ActorLayer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ActorLayerUtilities.LayersBlueprintLibrary.RemoveActorFromLayer
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FActorLayer& Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void ULayersBlueprintLibrary::RemoveActorFromLayer(class AActor* InActor, const struct FActorLayer& Layer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "RemoveActorFromLayer");
Params::LayersBlueprintLibrary_RemoveActorFromLayer Parms{};
Parms.InActor = InActor;
Parms.Layer = std::move(Layer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}