#pragma once #include "LevelStreaming.h" #include "UnrealString.h" #include "Rotator.h" #include "Vector.h" #include "reboot.h" // too lazy to make cpp file for this class ULevelStreamingDynamic : public ULevelStreaming { public: static ULevelStreamingDynamic* LoadLevelInstance(UObject* WorldContextObject, FString LevelName, FVector Location, FRotator Rotation, bool* bOutSuccess = nullptr) { static auto LoadLevelInstanceFn = FindObject(L"/Script/Engine.LevelStreamingDynamic.LoadLevelInstance"); struct { UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FString LevelName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FVector Location; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FRotator Rotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool bOutSuccess; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ULevelStreamingDynamic* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) }ULevelStreamingDynamic_LoadLevelInstance_Params{ WorldContextObject, LevelName, Location, Rotation }; auto defaultObj = FindObject(L"/Script/Engine.Default__LevelStreamingDynamic"); defaultObj->ProcessEvent(LoadLevelInstanceFn, &ULevelStreamingDynamic_LoadLevelInstance_Params); if (bOutSuccess) *bOutSuccess = ULevelStreamingDynamic_LoadLevelInstance_Params.bOutSuccess; return ULevelStreamingDynamic_LoadLevelInstance_Params.ReturnValue; } };