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https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
a bit
fix some levels not streaming in, add unvaulting & showdown event (unvaulting levels after event don't really work), fixed some crashes.
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@@ -74,6 +74,38 @@ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn
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defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
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}
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void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
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{
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static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bMakeVisibleAfterLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bShouldBlockOnLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
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} UGameplayStatics_LoadStreamLevel_Params{WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(LoadStreamLevelFn, &UGameplayStatics_LoadStreamLevel_Params);
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}
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void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)
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{
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static auto UnloadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.UnloadStreamLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
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bool bShouldBlockOnUnload; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_UnloadStreamLevel_Params{WorldContextObject, LevelName, LatentInfo, bShouldBlockOnUnload};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(UnloadStreamLevelFn, &UGameplayStatics_UnloadStreamLevel_Params);
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}
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UClass* UGameplayStatics::StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/Engine.GameplayStatics");
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