Unreal Engine SDK update

This commit is contained in:
2025-10-23 18:39:50 +02:00
parent 931a588cf6
commit 6bb33c18ec
28 changed files with 7026 additions and 982 deletions

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#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.PhysicsControlComponent
// 0x0050 (0x02F0 - 0x02A0)
class UPhysicsControlComponent final : public USceneComponent
{
public:
float TeleportDistanceThreshold; // 0x02A0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float TeleportRotationThreshold; // 0x02A4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugVisualization; // 0x02A8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2A9[0x3]; // 0x02A9(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
float VisualizationSizeScale; // 0x02AC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugControlList; // 0x02B0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2B1[0x7]; // 0x02B1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class FString DebugControlDetailFilter; // 0x02B8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShowDebugBodyModifierList; // 0x02C8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2C9[0x7]; // 0x02C9(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class FString DebugBodyModifierDetailFilter; // 0x02D0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float VelocityPredictionTime; // 0x02E0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 MaxNumControlsOrModifiersPerName; // 0x02E4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2E8[0x8]; // 0x02E8(0x0008)(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 UMeshComponent* MeshComponent, const class FName BoneName, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
TMap<class FName, struct FPhysicsControlNames> CreateBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllBodyModifiers, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
TArray<class FName> CreateBodyModifiersFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
class FName CreateControl(class UMeshComponent* ParentMeshComponent, class FName ParentBoneName, class UMeshComponent* ChildMeshComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const struct FPhysicsControlSettings& ControlSettings, class FName Set, const bool bEnabled);
void 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 FPhysicsControlSettings& WorldSpaceControlSettings, const bool bEnableWorldSpaceControls, const struct FPhysicsControlData& ParentSpaceControlData, const struct FPhysicsControlSettings& ParentSpaceControlSettings, const bool bEnableParentSpaceControls, const EPhysicsMovementType PhysicsMovementType, const float GravityMultiplier, const float PhysicsBlendWeight);
TMap<class FName, struct FPhysicsControlNames> CreateControlsFromLimbBones(struct FPhysicsControlNames* AllControls, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlSettings& ControlSettings, const bool bEnabled);
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 struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
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 struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
bool CreateNamedBodyModifier(const class FName Name_0, class UMeshComponent* MeshComponent, const class FName BoneName, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
bool CreateNamedControl(class FName Name_0, class UMeshComponent* ParentMeshComponent, const class FName ParentBoneName, class UMeshComponent* ChildMeshComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
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);
TArray<struct FVector> GetCachedBoneAngularVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
struct FVector GetCachedBoneAngularVelocity(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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);
TArray<struct FVector> GetCachedBoneVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
struct FVector GetCachedBoneVelocity(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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 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);
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, const struct FVector& Velocity, const struct FVector& AngularVelocity);
bool SetControlAngularData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxTorque, const bool bEnableControl);
bool SetControlAutoDisable(const class FName Name_0, const bool bAutoDisable);
bool SetControlData(const class FName Name_0, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
void SetControlDatas(const TArray<class FName>& Names, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
void SetControlDatasInSet(const class FName Set, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
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 SetControlPoint(const class FName Name_0, const struct FVector& Position);
void SetControlsAutoDisable(const TArray<class FName>& Names, const bool bAutoDisable);
void SetControlsDisableCollision(const TArray<class FName>& Names, const bool bDisableCollision);
void SetControlsEnabled(const TArray<class FName>& Names, const bool bEnable);
void SetControlsInSetAutoDisable(const class FName Set, const bool bAutoDisable);
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);
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;
const TArray<class FName> GetBodyModifierNamesInSet(const class FName Set) const;
bool GetControlAutoDisable(const class FName Name_0) const;
bool GetControlData(const class FName Name_0, struct FPhysicsControlData* ControlData) const;
bool GetControlEnabled(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>();
}
};
DUMPER7_ASSERTS_UPhysicsControlComponent;
// Class PhysicsControl.PhysicsControlProfileAsset
// 0x0038 (0x0060 - 0x0028)
class UPhysicsControlProfileAsset final : public UObject
{
public:
uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
TSoftObjectPtr<class USkeletalMesh> PreviewSkeletalMesh; // 0x0030(0x0028)(Edit, AssetRegistrySearchable, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float TestValue; // 0x0058(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_5C[0x4]; // 0x005C(0x0004)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void Log();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("PhysicsControlProfileAsset")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"PhysicsControlProfileAsset")
}
static class UPhysicsControlProfileAsset* GetDefaultObj()
{
return GetDefaultObjImpl<UPhysicsControlProfileAsset>();
}
};
DUMPER7_ASSERTS_UPhysicsControlProfileAsset;
// Class PhysicsControl.PhysicsControlInitializerComponent
// 0x0170 (0x0410 - 0x02A0)
class UPhysicsControlInitializerComponent final : public USceneComponent
{
public:
struct FInitialCharacterControls InitialCharacterControls; // 0x02A0(0x00C0)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
TMap<class FName, struct FInitialPhysicsControl> InitialControls; // 0x0360(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
TMap<class FName, struct FInitialBodyModifier> InitialBodyModifiers; // 0x03B0(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
bool bCreateControlsAtBeginPlay; // 0x0400(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_401[0xF]; // 0x0401(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 (0x02C8 - 0x02B8)
class APhysicsControlActor final : public AActor
{
public:
class UPhysicsControlComponent* ControlComponent; // 0x02B8(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class UPhysicsControlInitializerComponent* ControlInitializerComponent; // 0x02C0(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;
}