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ReshadePluginsCore/Cronos The New Dawn/SDK/PhysicsControl_classes.hpp

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2025-09-09 06:15:46 +02:00
#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: PhysicsControl
#include "Basic.hpp"
#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
#include "PhysicsControl_structs.hpp"
#include "CoreUObject_classes.hpp"
namespace SDK
{
// Class PhysicsControl.PhysicsControlAsset
// 0x01E8 (0x0210 - 0x0028)
class UPhysicsControlAsset final : public UObject
{
public:
uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
struct FPhysicsControlCharacterSetupData CharacterSetupData; // 0x0030(0x00C0)(NativeAccessSpecifierPublic)
struct FPhysicsControlAndBodyModifierCreationDatas AdditionalControlsAndModifiers; // 0x00F0(0x00A0)(NativeAccessSpecifierPublic)
struct FPhysicsControlSetUpdates AdditionalSets; // 0x0190(0x0020)(NativeAccessSpecifierPublic)
TArray<struct FPhysicsControlControlAndModifierUpdates> InitialControlAndModifierUpdates; // 0x01B0(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
TMap<class FName, struct FPhysicsControlControlAndModifierUpdates> Profiles; // 0x01C0(0x0050)(NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlAsset")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlAsset")
}
static class UPhysicsControlAsset* GetDefaultObj()
{
return GetDefaultObjImpl<UPhysicsControlAsset>();
}
};
DUMPER7_ASSERTS_UPhysicsControlAsset;
// Class PhysicsControl.PhysicsControlBPLibrary
// 0x0000 (0x0028 - 0x0028)
class UPhysicsControlBPLibrary final : public UBlueprintFunctionLibrary
{
public:
static void AddControlParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const class FName Name_0, const struct FPhysicsControlSparseData& ControlData);
static void AddModifierParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const class FName Name_0, const struct FPhysicsControlModifierSparseData& ModifierData);
static void AddMultipleControlParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const TArray<class FName>& Names, const struct FPhysicsControlSparseData& ControlData);
static void AddMultipleModifierParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const TArray<class FName>& Names, const struct FPhysicsControlModifierSparseData& ModifierData);
static void BlendControlParametersThroughSet(struct FPhysicsControlControlAndModifierParameters& InParameters, const struct FPhysicsControlNamedControlParameters& InStartControlParameters, const struct FPhysicsControlNamedControlParameters& InEndControlParameters, const TArray<class FName>& ControlNames, struct FPhysicsControlControlAndModifierParameters* OutParameters);
static void BlendModifierParametersThroughSet(struct FPhysicsControlControlAndModifierParameters& InParameters, const struct FPhysicsControlNamedModifierParameters& InStartModifierParameters, const struct FPhysicsControlNamedModifierParameters& InEndModifierParameters, const TArray<class FName>& ModifierNames, struct FPhysicsControlControlAndModifierParameters* OutParameters);
static void BlendParameters(struct FPhysicsControlControlAndModifierParameters& InParametersA, struct FPhysicsControlControlAndModifierParameters& InParametersB, const float InInterpolationWeight, struct FPhysicsControlControlAndModifierParameters* OutParameters);
static struct FRigidBodyWithControlReference ConvertToRigidBodyWithControl(const struct FAnimNodeReference& Node, EAnimNodeReferenceConversionResult* Result);
static void ConvertToRigidBodyWithControlPure(const struct FAnimNodeReference& Node, struct FRigidBodyWithControlReference* RigidBodyWithControl, bool* Result);
static TArray<class FName> GetBodyModifierNamesInSet(const struct FRigidBodyWithControlReference& RigidBodyWithControl, const class FName SetName);
static TArray<class FName> GetControlNamesInSet(const struct FRigidBodyWithControlReference& RigidBodyWithControl, const class FName SetName);
static struct FRigidBodyWithControlReference SetOverridePhysicsAsset(const struct FRigidBodyWithControlReference& Node, class UPhysicsAsset* PhysicsAsset);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlBPLibrary")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlBPLibrary")
}
static class UPhysicsControlBPLibrary* GetDefaultObj()
{
return GetDefaultObjImpl<UPhysicsControlBPLibrary>();
}
};
DUMPER7_ASSERTS_UPhysicsControlBPLibrary;
// Class PhysicsControl.PhysicsControlComponent
// 0x0270 (0x04A0 - 0x0230)
#pragma pack(push, 0x1)
class alignas(0x10) UPhysicsControlComponent : public USceneComponent
{
public:
TSoftObjectPtr<class UPhysicsControlAsset> PhysicsControlAsset; // 0x0230(0x0028)(Edit, BlueprintVisible, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float TeleportDistanceThreshold; // 0x0258(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float TeleportRotationThreshold; // 0x025C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugVisualization; // 0x0260(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_261[0x3]; // 0x0261(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
float VisualizationSizeScale; // 0x0264(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugControlList; // 0x0268(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_269[0x7]; // 0x0269(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class FString DebugControlDetailFilter; // 0x0270(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugBodyModifierList; // 0x0280(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_281[0x7]; // 0x0281(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class FString DebugBodyModifierDetailFilter; // 0x0288(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float VelocityPredictionTime; // 0x0298(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 MaxNumControlsOrModifiersPerName; // 0x029C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bWarnAboutInvalidNames; // 0x02A0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2A1[0x1F7]; // 0x02A1(0x01F7)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void AddBodyModifiersToSet(struct FPhysicsControlNames* NewSet, const TArray<class FName>& BodyModifiers, const class FName Set);
void AddBodyModifierToSet(struct FPhysicsControlNames* NewSet, const class FName BodyModifier, const class FName Set);
void AddControlsToSet(struct FPhysicsControlNames* NewSet, const TArray<class FName>& Controls, const class FName Set);
void AddControlToSet(struct FPhysicsControlNames* NewSet, const class FName Control, const class FName Set);
class FName CreateBodyModifier(class UPrimitiveComponent* Component, const class FName BoneName, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData);
TMap<class FName, struct FPhysicsControlNames> CreateBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllBodyModifiers, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const struct FPhysicsControlModifierData& BodyModifierData);
TArray<class FName> CreateBodyModifiersFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData);
class FName CreateControl(class UPrimitiveComponent* ParentComponent, class FName ParentBoneName, class UPrimitiveComponent* ChildComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, class FName Set, const class FString& NamePrefix);
bool CreateControlsAndBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllWorldSpaceControls, TMap<class FName, struct FPhysicsControlNames>* LimbWorldSpaceControls, struct FPhysicsControlNames* AllParentSpaceControls, TMap<class FName, struct FPhysicsControlNames>* LimbParentSpaceControls, struct FPhysicsControlNames* AllBodyModifiers, TMap<class FName, struct FPhysicsControlNames>* LimbBodyModifiers, class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<struct FPhysicsControlLimbSetupData>& LimbSetupData, const struct FPhysicsControlData& WorldSpaceControlData, const struct FPhysicsControlData& ParentSpaceControlData, const struct FPhysicsControlModifierData& BodyModifierData, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName);
bool CreateControlsAndBodyModifiersFromPhysicsControlAsset(class USkeletalMeshComponent* SkeletalMeshComponent, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName);
TMap<class FName, struct FPhysicsControlNames> CreateControlsFromLimbBones(struct FPhysicsControlNames* AllControls, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName, const class FString& NamePrefix);
TMap<class FName, struct FPhysicsControlNames> CreateControlsFromLimbBonesAndConstraintProfile(struct FPhysicsControlNames* AllControls, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const class FName ConstraintProfile, const bool bEnabled);
TArray<class FName> CreateControlsFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const class FName Set);
TArray<class FName> CreateControlsFromSkeletalMeshAndConstraintProfile(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames, const class FName ConstraintProfile, const class FName Set, const bool bEnabled);
TArray<class FName> CreateControlsFromSkeletalMeshAndConstraintProfileBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName ConstraintProfile, const class FName Set, const bool bEnabled);
TArray<class FName> CreateControlsFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const class FName Set);
bool CreateNamedBodyModifier(const class FName Name_0, class UPrimitiveComponent* Component, const class FName BoneName, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData);
bool CreateNamedControl(class FName Name_0, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName, class UPrimitiveComponent* ChildComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const class FName Set);
void DestroyAllControlsAndBodyModifiers();
bool DestroyBodyModifier(const class FName Name_0);
void DestroyBodyModifiers(const TArray<class FName>& Names);
void DestroyBodyModifiersInSet(const class FName Set);
bool DestroyControl(const class FName Name_0);
void DestroyControls(const TArray<class FName>& Names);
void DestroyControlsInSet(const class FName Set);
struct FRotator GetCachedBoneOrientation(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
TArray<struct FRotator> GetCachedBoneOrientations(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
struct FVector GetCachedBonePosition(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
TArray<struct FVector> GetCachedBonePositions(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
struct FTransform GetCachedBoneTransform(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
TArray<struct FTransform> GetCachedBoneTransforms(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
bool InvokeControlProfile(class FName ProfileName);
void ResetBodyModifiersInSetToCachedBoneTransforms(const class FName SetName, const EResetToCachedTargetBehavior Behavior);
void ResetBodyModifiersToCachedBoneTransforms(const TArray<class FName>& Names, const EResetToCachedTargetBehavior Behavior);
bool ResetBodyModifierToCachedBoneTransform(const class FName Name_0, const EResetToCachedTargetBehavior Behavior);
bool ResetControlPoint(const class FName Name_0);
bool SetBodyModifierCollisionType(const class FName Name_0, const ECollisionEnabled CollisionType);
bool SetBodyModifierData(const class FName Name_0, const struct FPhysicsControlModifierData& ModifierData);
void SetBodyModifierDatas(const TArray<class FName>& Names, const struct FPhysicsControlModifierData& ModifierData);
void SetBodyModifierDatasInSet(const class FName Set, const struct FPhysicsControlModifierData& ModifierData);
bool SetBodyModifierGravityMultiplier(const class FName Name_0, const float GravityMultiplier);
bool SetBodyModifierKinematicTarget(const class FName Name_0, const struct FVector& KinematicTargetPosition, const struct FRotator& KinematicTargetOrienation, const bool bMakeKinematic);
bool SetBodyModifierMovementType(const class FName Name_0, const EPhysicsMovementType MovementType);
bool SetBodyModifierPhysicsBlendWeight(const class FName Name_0, const float PhysicsBlendWeight);
void SetBodyModifiersCollisionType(const TArray<class FName>& Names, const ECollisionEnabled CollisionType);
void SetBodyModifiersGravityMultiplier(const TArray<class FName>& Names, const float GravityMultiplier);
void SetBodyModifiersInSetCollisionType(const class FName Set, const ECollisionEnabled CollisionType);
void SetBodyModifiersInSetGravityMultiplier(const class FName Set, const float GravityMultiplier);
void SetBodyModifiersInSetMovementType(const class FName Set, const EPhysicsMovementType MovementType);
void SetBodyModifiersInSetPhysicsBlendWeight(const class FName Set, const float PhysicsBlendWeight);
void SetBodyModifiersInSetUpdateKinematicFromSimulation(const class FName Set, const bool bUpdateKinematicFromSimulation);
void SetBodyModifiersInSetUseSkeletalAnimation(const class FName Set, const bool bUseSkeletalAnimation);
void SetBodyModifiersMovementType(const TArray<class FName>& Names, const EPhysicsMovementType MovementType);
bool SetBodyModifierSparseData(const class FName Name_0, const struct FPhysicsControlModifierSparseData& ModifierData);
void SetBodyModifierSparseDatas(const TArray<class FName>& Names, const struct FPhysicsControlModifierSparseData& ModifierData);
void SetBodyModifierSparseDatasInSet(const class FName Set, const struct FPhysicsControlModifierSparseData& ModifierData);
void SetBodyModifiersPhysicsBlendWeight(const TArray<class FName>& Names, const float PhysicsBlendWeight);
void SetBodyModifiersUpdateKinematicFromSimulation(const TArray<class FName>& Names, const bool bUpdateKinematicFromSimulation);
void SetBodyModifiersUseSkeletalAnimation(const TArray<class FName>& Names, const bool bUseSkeletalAnimation);
bool SetBodyModifierUpdateKinematicFromSimulation(const class FName Name_0, const bool bUpdateKinematicFromSimulation);
bool SetBodyModifierUseSkeletalAnimation(const class FName Name_0, const bool bUseSkeletalAnimation);
bool SetCachedBoneData(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const struct FTransform& TM);
void SetCachedBoneVelocitiesToZero();
bool SetControlAngularData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxTorque, const bool bEnableControl);
bool SetControlData(const class FName Name_0, const struct FPhysicsControlData& ControlData);
void SetControlDatas(const TArray<class FName>& Names, const struct FPhysicsControlData& ControlData);
void SetControlDatasInSet(const class FName Set, const struct FPhysicsControlData& ControlData);
bool SetControlDisableCollision(const class FName Name_0, const bool bDisableCollision);
bool SetControlEnabled(const class FName Name_0, const bool bEnable);
bool SetControlLinearData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxForce, const bool bEnableControl);
bool SetControlMultiplier(const class FName Name_0, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
void SetControlMultipliers(const TArray<class FName>& Names, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
void SetControlMultipliersInSet(const class FName Set, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
bool SetControlParent(const class FName Name_0, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName);
void SetControlParents(const TArray<class FName>& Names, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName);
void SetControlParentsInSet(const class FName Set, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName);
bool SetControlPoint(const class FName Name_0, const struct FVector& position);
void SetControlsDisableCollision(const TArray<class FName>& Names, const bool bDisableCollision);
void SetControlsEnabled(const TArray<class FName>& Names, const bool bEnable);
void SetControlsInSetDisableCollision(const class FName Set, const bool bDisableCollision);
void SetControlsInSetEnabled(const class FName Set, const bool bEnable);
void SetControlsInSetUseSkeletalAnimation(const class FName Set, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
bool SetControlSparseData(const class FName Name_0, const struct FPhysicsControlSparseData& ControlData);
void SetControlSparseDatas(const TArray<class FName>& Names, const struct FPhysicsControlSparseData& ControlData);
void SetControlSparseDatasInSet(const class FName Set, const struct FPhysicsControlSparseData& ControlData);
bool SetControlSparseMultiplier(const class FName Name_0, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl);
void SetControlSparseMultipliers(const TArray<class FName>& Names, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl);
void SetControlSparseMultipliersInSet(const class FName Set, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl);
void SetControlsUseSkeletalAnimation(const TArray<class FName>& Names, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
bool SetControlTarget(const class FName Name_0, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
bool SetControlTargetOrientation(const class FName Name_0, const struct FRotator& orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetOrientations(const TArray<class FName>& Names, const struct FRotator& orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
bool SetControlTargetOrientationsFromArray(const TArray<class FName>& Names, const TArray<struct FRotator>& Orientations, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetOrientationsInSet(const class FName SetName, const struct FRotator& orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
bool SetControlTargetPoses(const class FName Name_0, const struct FVector& ParentPosition, const struct FRotator& ParentOrientation, const struct FVector& ChildPosition, const struct FRotator& ChildOrientation, const float VelocityDeltaTime, const bool bEnableControl);
bool SetControlTargetPosition(const class FName Name_0, const struct FVector& position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
bool SetControlTargetPositionAndOrientation(const class FName Name_0, const struct FVector& position, const struct FRotator& orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetPositions(const TArray<class FName>& Names, const struct FVector& position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetPositionsAndOrientations(const TArray<class FName>& Names, const struct FVector& position, const struct FRotator& orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
bool SetControlTargetPositionsAndOrientationsFromArray(const TArray<class FName>& Names, const TArray<struct FVector>& Positions, const TArray<struct FRotator>& Orientations, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetPositionsAndOrientationsInSet(const class FName SetName, const struct FVector& position, const struct FRotator& orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
bool SetControlTargetPositionsFromArray(const TArray<class FName>& Names, const TArray<struct FVector>& Positions, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargetPositionsInSet(const class FName SetName, const struct FVector& position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
void SetControlTargets(const TArray<class FName>& Names, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
void SetControlTargetsInSet(const class FName Set, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
bool SetControlUseSkeletalAnimation(const class FName Name_0, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
void UpdateControls(float DeltaTime);
void UpdateTargetCaches(float DeltaTime);
const TArray<class FName> GetAllBodyModifierNames() const;
const TArray<class FName> GetAllControlNames() const;
bool GetBodyModifierExists(const class FName Name_0) const;
const TArray<class FName> GetBodyModifierNamesInSet(const class FName Set) const;
bool GetControlData(const class FName Name_0, struct FPhysicsControlData* ControlData) const;
bool GetControlEnabled(const class FName Name_0) const;
bool GetControlExists(const class FName Name_0) const;
bool GetControlMultiplier(const class FName Name_0, struct FPhysicsControlMultiplier* ControlMultiplier) const;
const TArray<class FName> GetControlNamesInSet(const class FName Set) const;
bool GetControlTarget(const class FName Name_0, struct FPhysicsControlTarget* ControlTarget) const;
TMap<class FName, struct FPhysicsControlLimbBones> GetLimbBonesFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<struct FPhysicsControlLimbSetupData>& LimbSetupData) const;
TArray<class FName> GetSetsContainingBodyModifier(const class FName Control) const;
TArray<class FName> GetSetsContainingControl(const class FName Control) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlComponent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlComponent")
}
static class UPhysicsControlComponent* GetDefaultObj()
{
return GetDefaultObjImpl<UPhysicsControlComponent>();
}
};
#pragma pack(pop)
DUMPER7_ASSERTS_UPhysicsControlComponent;
// Class PhysicsControl.PhysicsControlInitializerComponent
// 0x0180 (0x03B0 - 0x0230)
class UPhysicsControlInitializerComponent final : public USceneComponent
{
public:
struct FInitialCharacterControls InitialCharacterControls; // 0x0230(0x00D0)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
TMap<class FName, struct FInitialPhysicsControl> InitialControls; // 0x0300(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
TMap<class FName, struct FInitialBodyModifier> InitialBodyModifiers; // 0x0350(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
bool bCreateControlsAtBeginPlay; // 0x03A0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_3A1[0xF]; // 0x03A1(0x000F)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void CreateControls(class UPhysicsControlComponent* PhysicsControlComponent);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlInitializerComponent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlInitializerComponent")
}
static class UPhysicsControlInitializerComponent* GetDefaultObj()
{
return GetDefaultObjImpl<UPhysicsControlInitializerComponent>();
}
};
DUMPER7_ASSERTS_UPhysicsControlInitializerComponent;
// Class PhysicsControl.PhysicsControlActor
// 0x0010 (0x02D8 - 0x02C8)
class APhysicsControlActor final : public AActor
{
public:
class UPhysicsControlComponent* ControlComponent; // 0x02C8(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class UPhysicsControlInitializerComponent* ControlInitializerComponent; // 0x02D0(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlActor")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlActor")
}
static class APhysicsControlActor* GetDefaultObj()
{
return GetDefaultObjImpl<APhysicsControlActor>();
}
};
DUMPER7_ASSERTS_APhysicsControlActor;
}