Add Unreal Engine SDK
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229
Hogwarts Legacy/SDK/PersistentData_classes.hpp
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229
Hogwarts Legacy/SDK/PersistentData_classes.hpp
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#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: PersistentData
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#include "Basic.hpp"
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#include "CoreUObject_classes.hpp"
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#include "PersistentData_structs.hpp"
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#include "Engine_classes.hpp"
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namespace SDK
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{
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// Class PersistentData.PersistentData
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// 0x0DF8 (0x0E20 - 0x0028)
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class UPersistentData final : public UObject
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{
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public:
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TMulticastInlineDelegate<void()> OnGameToBeSaved; // 0x0028(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnSaveFlushed; // 0x0038(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnPostGameToBeSaved; // 0x0048(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> PreSaveLoaded; // 0x0058(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnSaveGameLoaded; // 0x0068(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void(int32 CharacterID)> PreCharacterDeleted; // 0x0078(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void(const int32 DBVersion, const int32 DBChangeList)> OnDBVersionCheck; // 0x0088(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnSaveGameComplete; // 0x0098(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnCharacterDeleted; // 0x00A8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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uint8 Pad_B8[0x70]; // 0x00B8(0x0070)(Fixing Size After Last Property [ Dumper-7 ])
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TMulticastInlineDelegate<void(bool bResult)> OnCrossGenSaveDataComplete; // 0x0128(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void(bool bResult)> OnAllCrossGenSaveDataComplete; // 0x0138(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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uint8 Pad_148[0xCD8]; // 0x0148(0x0CD8)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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static bool AsyncRemovePlayableCharacter(int32 CharacterID);
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static bool BP_CreateCharacter(const class FString& CharacterName, const class FString& CharacterHouse);
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static bool BP_DoesCharacterExistYet();
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static bool BP_SaveGame(const class FString& LocationName);
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static bool CanCreateModdedCharacter();
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static void CompletedIntro();
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static void CompletedModIntroFlow();
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static bool CopyToModdedSlotFromSlot(const class FString& SourceSlotName, const class FString& TargetSlotName, int32 CharacterID);
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static bool CreateModdedCharacterCopy(const class FString& SlotName, int32 CharacterID, class FString* OutNewSlotName, int32* OutNewCharacterID);
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static bool CreateModdedCharacterCopyFromSlot(const class FString& SlotName, int32 CharacterID);
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static int32 CreatePlayableCharacter(const class FString& CharacterName, const class FString& CharacterHouse, const class FString& CharacterUID, const class FString& CharacterVoice, const class FString& CharacterPronoun, bool bIsModdedCharacter);
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static bool DoesCrossGenSaveDataExist();
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static void FlushAutoSaveCacheIfNecessary();
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static TArray<struct FCharacterSaveGameInfo> GetAllPlayableCharacters(bool bIncludeModded);
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static TArray<struct FSaveGameInfo> GetAvailableCrossGenSaveData();
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static TArray<struct FCharacterSaveGameInfo> GetCrossGenCharacterList();
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static class FString GetCrossGenPlayableCharacterName(const struct FCharacterSaveGameInfo& CharacterInfo);
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static const struct FCharacterSaveGameInfo GetCurrentPlayableCharacter();
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static int32 GetCurrentPlayerID();
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static uint8 GetDefaultDifficulty();
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static TArray<int64> GetFavouriteMods();
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static class UPersistentData* GetInstance();
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static bool GetIsPlayableCharacterUsed(int32 CharacterID);
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static const struct FCharacterSaveGameInfo GetLastLoadedPlayableCharacter();
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static class FString GetLastSaveSlotLoaded();
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static const struct FCharacterSaveGameInfo GetPlayableCharacter(int32 CharacterID);
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static bool GetWizardingWorldData(const class FString& Attribute, class FString* OutValue);
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static bool HasCompletedIntro();
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static bool HasCompletedModIntroFlow();
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static bool HasCreatedPlayableCharacter();
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static bool HasEverLaunchedGame();
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static bool LoadCrossGenSaveDataInSlot(const class FString& SlotName, const class FString& OldSlotName);
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static bool LoadGameDataInSlot(const class FString& SlotName, int32 CharacterID);
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static bool LoadLastSaveOfType(ESaveType SaveType, int32 CharacterID);
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static bool RemoveAllSaveData();
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static bool RemoveAllSavesForCharacter(int32 CharacterID);
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static bool RemovePlayableCharacter(int32 CharacterID, bool bSaveFileListAsync);
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static bool RemoveSaveInSlot(const class FString& SlotName, int32 CharacterID);
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static bool SaveGameDataInSlot(const class FString& SlotName, ESaveType SaveType, int32 CharacterID, const class FString& LocationName, const class FString& MissionData, bool bCollectSaveData, const class FString& CloudLabel);
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static bool SaveGameDataOfType(ESaveType SaveType, int32 CharacterID, const class FString& LocationName, const class FString& MissionData, bool bCollectSaveData);
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static bool SetCharacterPinState(int32 CharacterID, bool bPinCharacter);
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static void TryAddFavouriteMod(int64 modId);
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static void TryRemoveFavouriteMod(int64 modId);
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static bool UpdateActiveMods(int32 CharacterID, const TArray<int64>& ActiveMods);
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static bool UpdatePlayableCharacterClothes(int32 CharacterID, const TArray<class FName>& CharacterClothes, const class FString& AllGearTags);
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static bool UpdatePlayableCharacterGender(int32 CharacterID, const class FString& CharacterGender);
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static bool UpdatePlayableCharacterHouse(int32 CharacterID, const class FString& CharacterHouse);
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static bool UpdatePlayableCharacterLevel(int32 CharacterID, int32 CharacterLevel);
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static bool UpdatePlayableCharacterName(int32 CharacterID, const class FString& CharacterName);
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static bool UpdatePlayableCharacterPresets(int32 CharacterID, const TArray<class FName>& CharacterPresets);
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static bool UpdatePlayableCharacterPronoun(int32 CharacterID, const class FString& CharacterPronoun);
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static bool UpdatePlayableCharacterVoice(int32 CharacterID, const class FString& CharacterVoice);
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void CrossGenSaveDataLoad(int32 fromCharacterIndex, int32 toCharacterIndex);
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void CrossGenSaveDataLog();
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void GameAutoSave(int32 CharacterID);
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void GameCreatePlayableCharacter(const class FString& CharacterName, const class FString& CharacterHouse);
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void GameDBLoad(const class FString& SaveFileNameOverride);
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void GameDBSave(const class FString& SaveFileNameOverride);
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void GameLoad(int32 CharacterID, const class FString& SaveNameOverride);
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void GameLoadLastAutoSave(int32 CharacterID);
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void GameLoadLastSave(int32 CharacterID);
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void GameLoadLastUserSave(int32 CharacterID);
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void GameLogPlayableCharacters();
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void GameLogSaveDirList();
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void GameLogSaveGameList(int32 CharacterID);
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void GamePurgeAllSaveData();
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void GameRemovePlayableCharacter(int32 CharacterID);
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void GameRemoveSaveSlot(const class FString& SlotName, int32 CharacterID);
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void GameTestSaveGameList(int32 CharacterID);
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void GameUserSave(int32 CharacterID);
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void LoadAllCrossGenSaveData();
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void LoadCrossGenSaveData(int32 fromCharacterIndex, int32 toCharacterIndex, bool SaveFileList);
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void OnCrossGenSaveDataLoaded(bool Result);
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PersistentData")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PersistentData")
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}
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static class UPersistentData* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPersistentData>();
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}
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};
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DUMPER7_ASSERTS_UPersistentData;
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// Class PersistentData.PersistentGameData
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// 0x04D0 (0x04F8 - 0x0028)
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class UPersistentGameData final : public USaveGame
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{
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public:
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int32 Version; // 0x0028(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 ChangeList; // 0x002C(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int64 SessionTime; // 0x0030(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class FString Platform; // 0x0038(0x0010)(ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bDBC; // 0x0048(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bExclusiveMissionActive; // 0x0049(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_4A[0x2]; // 0x004A(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
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int32 ExclusiveVersion; // 0x004C(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 ExclusiveChangeList; // 0x0050(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_54[0x4]; // 0x0054(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
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int64 ExclusiveSessionTime; // 0x0058(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class FString ExclusivePlatform; // 0x0060(0x0010)(ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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TArray<uint8> RawDatabaseImage; // 0x0070(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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TArray<uint8> RawExclusiveImage; // 0x0080(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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TArray<uint8> RawMiniMapImage; // 0x0090(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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struct FCharacterSaveGameInfo CharacterSaveGameInfo; // 0x00A0(0x0370)(NativeAccessSpecifierPublic)
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bool bCompletedIntro; // 0x0410(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bCompletedModIntroFlow; // 0x0411(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_412[0x6]; // 0x0412(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
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TArray<int64> FavouriteMods; // 0x0418(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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TMap<class FString, class FString> wizardingWorldData; // 0x0428(0x0050)(NativeAccessSpecifierPublic)
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TArray<class FString> Entitlements; // 0x0478(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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TArray<class FString> AnalyticsEvents; // 0x0488(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
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bool bSkippedLanguageCheck; // 0x0498(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_499[0x7]; // 0x0499(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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struct FSaveDirectoryEntry DirectoryEntry; // 0x04A0(0x0058)(NativeAccessSpecifierPublic)
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PersistentGameData")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PersistentGameData")
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}
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static class UPersistentGameData* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPersistentGameData>();
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}
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};
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DUMPER7_ASSERTS_UPersistentGameData;
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// Class PersistentData.PersistentGameDataList
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// 0x07C0 (0x07E8 - 0x0028)
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class UPersistentGameDataList final : public USaveGame
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{
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public:
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int32 VersionMajor; // 0x0028(0x0004)(Edit, ZeroConstructor, EditConst, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 VersionMinor; // 0x002C(0x0004)(Edit, ZeroConstructor, EditConst, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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struct FPersistentGameDataListInfo Info; // 0x0030(0x07B8)(Edit, EditConst, NativeAccessSpecifierPublic)
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PersistentGameDataList")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PersistentGameDataList")
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}
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static class UPersistentGameDataList* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPersistentGameDataList>();
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}
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};
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DUMPER7_ASSERTS_UPersistentGameDataList;
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// Class PersistentData.PersistentOffline
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// 0x0010 (0x0038 - 0x0028)
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class UPersistentOffline final : public USaveGame
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{
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public:
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class FString EpicAccountID; // 0x0028(0x0010)(Edit, ZeroConstructor, EditConst, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PersistentOffline")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PersistentOffline")
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}
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static class UPersistentOffline* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPersistentOffline>();
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}
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};
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DUMPER7_ASSERTS_UPersistentOffline;
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}
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