Add Unreal Engine SDK
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90
SilentHillF/SDK/NBControlRig_classes.hpp
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90
SilentHillF/SDK/NBControlRig_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: NBControlRig
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#include "Basic.hpp"
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#include "Engine_classes.hpp"
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#include "CoreUObject_structs.hpp"
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#include "NBControlRig_structs.hpp"
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namespace SDK
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{
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// Class NBControlRig.ANS_FullBodyIKBase
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// 0x0008 (0x0038 - 0x0030)
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class UANS_FullBodyIKBase : public UAnimNotifyState
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{
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public:
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float BlendOutTime; // 0x0030(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_34[0x4]; // 0x0034(0x0004)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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void OnUpdateFullBodyIKContext(struct FFullBodyIKContext* FullBodyIKCtxU, class USkeletalMeshComponent* MeshComp) const;
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("ANS_FullBodyIKBase")
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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"ANS_FullBodyIKBase")
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}
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static class UANS_FullBodyIKBase* GetDefaultObj()
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{
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return GetDefaultObjImpl<UANS_FullBodyIKBase>();
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}
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};
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DUMPER7_ASSERTS_UANS_FullBodyIKBase;
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// Class NBControlRig.IKControllerComponent
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// 0x0158 (0x01F8 - 0x00A0)
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class UIKControllerComponent : public UActorComponent
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{
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public:
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struct FAimIKContext AimIKContext; // 0x00A0(0x0050)(Edit, BlueprintVisible, NoDestructor, NativeAccessSpecifierPublic)
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float AimIKAlpha; // 0x00F0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float CurrentAimIKAlpha; // 0x00F4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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struct FVector AimTargetPosition; // 0x00F8(0x0018)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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TMulticastInlineDelegate<void()> OnFullBodyIKAlphaUpdatedDelegate; // 0x0110(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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struct FFullBodyIKContext FullBodyIKContext; // 0x0120(0x0018)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
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float FullBodyIKAlpha; // 0x0138(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float CurrentFullBodyIKAlpha; // 0x013C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float FullBodyInterpSpeed; // 0x0140(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_144[0xC]; // 0x0144(0x000C)(Fixing Size After Last Property [ Dumper-7 ])
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float FullBodyIKBlendInTime; // 0x0150(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_154[0xA4]; // 0x0154(0x00A4)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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void CalculateCustomAimTargetPosition(const struct FVector& InAimTargetPosition, struct FVector* OutAimTargetPosition, bool* bUpdated);
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bool CanApplyFullBodyIK();
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void DisableIK(const class UAnimNotifyState* InAnimNotifyState, EIKType IKType, float BlendOutTime);
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void EnableIK(const class UAnimNotifyState* InAnimNotifyState, EIKType IKType, const struct FIKContext& IKContext);
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void SetUpdateAimTargetPosition(bool bEnable);
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("IKControllerComponent")
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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"IKControllerComponent")
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}
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static class UIKControllerComponent* GetDefaultObj()
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{
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return GetDefaultObjImpl<UIKControllerComponent>();
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}
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};
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DUMPER7_ASSERTS_UIKControllerComponent;
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}
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