Files
ReshadePluginsCore/WuchangFF/SDK/Functions_AbstractCharacter_classes.hpp

69 lines
2.5 KiB
C++
Raw Normal View History

2026-03-12 15:00:32 +01:00
#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: Functions_AbstractCharacter
#include "Basic.hpp"
#include "DynamicCombatSystem_classes.hpp"
namespace SDK
{
// BlueprintGeneratedClass Functions_AbstractCharacter.Functions_AbstractCharacter_C
// 0x0000 (0x09D0 - 0x09D0)
class AFunctions_AbstractCharacter_C : public ADSCCharacter
{
public:
void GetMyAIComp(class UAI_Component_C** AI_Comp);
void GetMyAIQuery(class UAIQueryActionCollectorComponent_C** AIQueryActionCollectorComponent);
void GetMyBehavior(class UBehaviorComponent_C** BehaviorComp);
void GetMyBendingComponent(class UPN_Bending_Component_C** PN_Bending_Component);
void GetMyBuffComp(class UBuffComponent_C** BuffComponent);
void GetMyCollisionHandler(class UCollisionHandlerComponent_C** CollisionHandler);
void GetMyDerivantComp(class UDerivantComponent_C** DerivantComponent);
void GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp);
void GetMyEffects(class UEffectsComponent_C** EffectsComp);
void GetMyEquip(class UEquipmentComponent_C** Equip);
void GetMyHealth(class UExtendedStatComponent_C** Health);
void GetMyInteracitveWorldComponent(class UInteractiveWorldComponent_C** NewParam);
class UMagicComponent_C* GetMyMagicComponent();
void GetMyMontages(class UMontageManagerComponent_C** Montages);
void GetMyParticleComp(class UParticleComponent_C** ParticleComponent);
void GetMyParticleEffect(class UParticleEffectComponent_C** ParticleEffectComponent);
void GetMyPhysicReaction(class UPhysicReactionComponent_C** PhysicReaction);
void GetMyProperty(class UCharacterPropertyComponent_C** Property);
void GetMyRotateComp(class URotatingComponent_C** RotateComp);
void GetMySpeed(class UMovementSpeedComponent_C** Speed);
void GetMyStamina(class UExtendedStatComponent_Stamina_C** Stamina);
void GetMyStateManagerComp(class UStateManagerComponent_C** StateManagerComp);
void GetMyStatsManager(class UStatsManagerComponent_C** StatsManagerComp);
void GetMyToleranceComp(class UToleranceComponent_C** ToleranceComponent);
void GetMyTrapComp(class UTrapComponent_C** TrapComp);
void GetMyWeaponLoop(class UWeaponLoopComponent_C** WeaponLoopComponent);
public:
static class UClass* StaticClass()
{
BP_STATIC_CLASS_IMPL("Functions_AbstractCharacter_C")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"Functions_AbstractCharacter_C")
}
static class AFunctions_AbstractCharacter_C* GetDefaultObj()
{
return GetDefaultObjImpl<AFunctions_AbstractCharacter_C>();
}
};
DUMPER7_ASSERTS_AFunctions_AbstractCharacter_C;
}