Files
Project-Reboot-3.0/Project Reboot 3.0/GameplayStatics.cpp
2023-03-08 01:39:09 -05:00

51 lines
2.0 KiB
C++

#include "GameplayStatics.h"
#include "reboot.h"
TArray<AActor*> UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass)
{
static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass");
struct { const UObject* WorldContextObject; UClass* ActorClass; TArray<AActor*> 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<UFunction>(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<UFunction>("/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<UClass>(L"/Script/Engine.GameplayStatics");
return Class;
}