#include "GameplayStatics.h" #include "reboot.h" TArray UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass) { static auto fn = FindObject(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass"); struct { const UObject* WorldContextObject; UClass* ActorClass; TArray OutActors; } UGameplayStatics_GetAllActorsOfClass_Params{ WorldContextObject, ActorClass }; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_GetAllActorsOfClass_Params); return UGameplayStatics_GetAllActorsOfClass_Params.OutActors; } float UGameplayStatics::GetTimeSeconds(const UObject* WorldContextObject) { static auto fn = FindObject(L"/Script/Engine.GameplayStatics.GetTimeSeconds"); float TimeSeconds = 0; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &TimeSeconds); return TimeSeconds; } UObject* UGameplayStatics::SpawnObject(UClass* ObjectClass, UObject* Outer) { static auto fn = FindObject("/Script/Engine.GameplayStatics.SpawnObject"); struct { UClass* ObjectClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) UObject* Outer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UObject* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_SpawnObject_Params{ObjectClass, Outer}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_SpawnObject_Params); return UGameplayStatics_SpawnObject_Params.ReturnValue; } UClass* UGameplayStatics::StaticClass() { static auto Class = FindObject(L"/Script/Engine.GameplayStatics"); return Class; }