fix some levels not streaming in, add unvaulting & showdown event (unvaulting levels after event don't really work), fixed some crashes.
This commit is contained in:
Milxnor
2023-04-21 10:59:04 -04:00
parent 5b930c7328
commit 4ad4e9cf14
20 changed files with 566 additions and 300 deletions

View File

@@ -74,6 +74,38 @@ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn
defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
}
void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
{
static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bMakeVisibleAfterLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShouldBlockOnLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
} UGameplayStatics_LoadStreamLevel_Params{WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(LoadStreamLevelFn, &UGameplayStatics_LoadStreamLevel_Params);
}
void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)
{
static auto UnloadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.UnloadStreamLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
bool bShouldBlockOnUnload; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_UnloadStreamLevel_Params{WorldContextObject, LevelName, LatentInfo, bShouldBlockOnUnload};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(UnloadStreamLevelFn, &UGameplayStatics_UnloadStreamLevel_Params);
}
UClass* UGameplayStatics::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/Engine.GameplayStatics");