#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: DeathSystem #include "Basic.hpp" #include "GameEvents_structs.hpp" namespace SDK { // Enum DeathSystem.EDeathHandlingEventType // NumValues: 0x000B enum class EDeathHandlingEventType : uint8 { Invalid = 0, Spawned = 1, Started = 2, AnimSequencePreDeathStarted = 3, AnimSequencePreDeathFinished = 4, ActorDied = 5, ActorRagdolling = 6, AnimSequencePostDeathStarted = 7, AnimSequencePostDeathFinished = 8, Finished = 9, EDeathHandlingEventType_MAX = 10, }; // Enum DeathSystem.EDeathType // NumValues: 0x0002 enum class EDeathType : uint8 { Default = 0, EDeathType_MAX = 1, }; // Enum DeathSystem.EAutoRagdollMode // NumValues: 0x0005 enum class EAutoRagdollMode : uint8 { Off = 0, Instantly = 1, AfterPreDeathAnimation = 2, AfterPostDeathAnimation = 3, EAutoRagdollMode_MAX = 4, }; // Enum DeathSystem.EDeathHandlingMode // NumValues: 0x0003 enum class EDeathHandlingMode : uint8 { Auto = 0, Script = 1, EDeathHandlingMode_MAX = 2, }; // Enum DeathSystem.EDeathHandlingSkeletalMode // NumValues: 0x0003 enum class EDeathHandlingSkeletalMode : uint8 { Script = 0, AnimMontage = 1, EDeathHandlingSkeletalMode_MAX = 2, }; // ScriptStruct DeathSystem.DeathHandlerEvent // 0x0010 (0x0040 - 0x0030) struct FDeathHandlerEvent final : public FGenericActorEvent { public: class ADeathHandlerBase* DeathHandler; // 0x0030(0x0008)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EDeathHandlingEventType EventType; // 0x0038(0x0001)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_39[0x7]; // 0x0039(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ]) }; DUMPER7_ASSERTS_FDeathHandlerEvent; }