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https://github.com/Auties00/Reboot-Launcher.git
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36 lines
2.2 KiB
C++
36 lines
2.2 KiB
C++
#pragma once
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#include "LevelStreaming.h"
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#include "UnrealString.h"
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#include "Rotator.h"
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#include "Vector.h"
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#include "reboot.h" // too lazy to make cpp file for this
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class ULevelStreamingDynamic : public ULevelStreaming
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{
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public:
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static ULevelStreamingDynamic* LoadLevelInstance(UObject* WorldContextObject, FString LevelName, FVector Location, FRotator Rotation, bool* bOutSuccess = nullptr)
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{
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static auto LoadLevelInstanceFn = FindObject<UFunction>(L"/Script/Engine.LevelStreamingDynamic.LoadLevelInstance");
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struct
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{
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UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FString LevelName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FVector Location; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FRotator Rotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool bOutSuccess; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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ULevelStreamingDynamic* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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}ULevelStreamingDynamic_LoadLevelInstance_Params{ WorldContextObject, LevelName, Location, Rotation };
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auto defaultObj = FindObject<ULevelStreamingDynamic>(L"/Script/Engine.Default__LevelStreamingDynamic");
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defaultObj->ProcessEvent(LoadLevelInstanceFn, &ULevelStreamingDynamic_LoadLevelInstance_Params);
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if (bOutSuccess)
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*bOutSuccess = ULevelStreamingDynamic_LoadLevelInstance_Params.bOutSuccess;
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return ULevelStreamingDynamic_LoadLevelInstance_Params.ReturnValue;
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}
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}; |