#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.PhysicsControlAsset // 0x01E8 (0x0210 - 0x0028) class UPhysicsControlAsset final : public UObject { public: uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) struct FPhysicsControlCharacterSetupData CharacterSetupData; // 0x0030(0x00C0)(NativeAccessSpecifierPublic) struct FPhysicsControlAndBodyModifierCreationDatas AdditionalControlsAndModifiers; // 0x00F0(0x00A0)(NativeAccessSpecifierPublic) struct FPhysicsControlSetUpdates AdditionalSets; // 0x0190(0x0020)(NativeAccessSpecifierPublic) TArray InitialControlAndModifierUpdates; // 0x01B0(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic) TMap Profiles; // 0x01C0(0x0050)(NativeAccessSpecifierPublic) public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("PhysicsControlAsset") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"PhysicsControlAsset") } static class UPhysicsControlAsset* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UPhysicsControlAsset; // Class PhysicsControl.PhysicsControlBPLibrary // 0x0000 (0x0028 - 0x0028) class UPhysicsControlBPLibrary final : public UBlueprintFunctionLibrary { public: static void AddControlParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const class FName Name_0, const struct FPhysicsControlSparseData& ControlData); static void AddModifierParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const class FName Name_0, const struct FPhysicsControlModifierSparseData& ModifierData); static void AddMultipleControlParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const TArray& Names, const struct FPhysicsControlSparseData& ControlData); static void AddMultipleModifierParameters(struct FPhysicsControlControlAndModifierParameters& InParameters, struct FPhysicsControlControlAndModifierParameters* OutParameters, const TArray& Names, const struct FPhysicsControlModifierSparseData& ModifierData); static void BlendControlParametersThroughSet(struct FPhysicsControlControlAndModifierParameters& InParameters, const struct FPhysicsControlNamedControlParameters& InStartControlParameters, const struct FPhysicsControlNamedControlParameters& InEndControlParameters, const TArray& ControlNames, struct FPhysicsControlControlAndModifierParameters* OutParameters); static void BlendModifierParametersThroughSet(struct FPhysicsControlControlAndModifierParameters& InParameters, const struct FPhysicsControlNamedModifierParameters& InStartModifierParameters, const struct FPhysicsControlNamedModifierParameters& InEndModifierParameters, const TArray& ModifierNames, struct FPhysicsControlControlAndModifierParameters* OutParameters); static void BlendParameters(struct FPhysicsControlControlAndModifierParameters& InParametersA, struct FPhysicsControlControlAndModifierParameters& InParametersB, const float InInterpolationWeight, struct FPhysicsControlControlAndModifierParameters* OutParameters); static struct FRigidBodyWithControlReference ConvertToRigidBodyWithControl(const struct FAnimNodeReference& Node, EAnimNodeReferenceConversionResult* Result); static void ConvertToRigidBodyWithControlPure(const struct FAnimNodeReference& Node, struct FRigidBodyWithControlReference* RigidBodyWithControl, bool* Result); static TArray GetBodyModifierNamesInSet(const struct FRigidBodyWithControlReference& RigidBodyWithControl, const class FName SetName); static TArray GetControlNamesInSet(const struct FRigidBodyWithControlReference& RigidBodyWithControl, const class FName SetName); static struct FRigidBodyWithControlReference SetOverridePhysicsAsset(const struct FRigidBodyWithControlReference& Node, class UPhysicsAsset* PhysicsAsset); public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("PhysicsControlBPLibrary") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"PhysicsControlBPLibrary") } static class UPhysicsControlBPLibrary* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UPhysicsControlBPLibrary; // Class PhysicsControl.PhysicsControlComponent // 0x0270 (0x04A0 - 0x0230) #pragma pack(push, 0x1) class alignas(0x10) UPhysicsControlComponent : public USceneComponent { public: TSoftObjectPtr PhysicsControlAsset; // 0x0230(0x0028)(Edit, BlueprintVisible, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) float TeleportDistanceThreshold; // 0x0258(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float TeleportRotationThreshold; // 0x025C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bShowDebugVisualization; // 0x0260(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_261[0x3]; // 0x0261(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) float VisualizationSizeScale; // 0x0264(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bShowDebugControlList; // 0x0268(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_269[0x7]; // 0x0269(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) class FString DebugControlDetailFilter; // 0x0270(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bShowDebugBodyModifierList; // 0x0280(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_281[0x7]; // 0x0281(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) class FString DebugBodyModifierDetailFilter; // 0x0288(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float VelocityPredictionTime; // 0x0298(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 MaxNumControlsOrModifiersPerName; // 0x029C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bWarnAboutInvalidNames; // 0x02A0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_2A1[0x1F7]; // 0x02A1(0x01F7)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: void AddBodyModifiersToSet(struct FPhysicsControlNames* NewSet, const TArray& 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& Controls, const class FName Set); void AddControlToSet(struct FPhysicsControlNames* NewSet, const class FName Control, const class FName Set); class FName CreateBodyModifier(class UPrimitiveComponent* Component, const class FName BoneName, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData); TMap CreateBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllBodyModifiers, const TMap& LimbBones, const struct FPhysicsControlModifierData& BodyModifierData); TArray CreateBodyModifiersFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData); class FName CreateControl(class UPrimitiveComponent* ParentComponent, class FName ParentBoneName, class UPrimitiveComponent* ChildComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, class FName Set, const class FString& NamePrefix); bool CreateControlsAndBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllWorldSpaceControls, TMap* LimbWorldSpaceControls, struct FPhysicsControlNames* AllParentSpaceControls, TMap* LimbParentSpaceControls, struct FPhysicsControlNames* AllBodyModifiers, TMap* LimbBodyModifiers, class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& LimbSetupData, const struct FPhysicsControlData& WorldSpaceControlData, const struct FPhysicsControlData& ParentSpaceControlData, const struct FPhysicsControlModifierData& BodyModifierData, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName); bool CreateControlsAndBodyModifiersFromPhysicsControlAsset(class USkeletalMeshComponent* SkeletalMeshComponent, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName); TMap CreateControlsFromLimbBones(struct FPhysicsControlNames* AllControls, const TMap& LimbBones, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, class UPrimitiveComponent* WorldComponent, class FName WorldBoneName, const class FString& NamePrefix); TMap CreateControlsFromLimbBonesAndConstraintProfile(struct FPhysicsControlNames* AllControls, const TMap& LimbBones, const class FName ConstraintProfile, const bool bEnabled); TArray CreateControlsFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const class FName Set); TArray CreateControlsFromSkeletalMeshAndConstraintProfile(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames, const class FName ConstraintProfile, const class FName Set, const bool bEnabled); TArray CreateControlsFromSkeletalMeshAndConstraintProfileBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName ConstraintProfile, const class FName Set, const bool bEnabled); TArray CreateControlsFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const class FName Set); bool CreateNamedBodyModifier(const class FName Name_0, class UPrimitiveComponent* Component, const class FName BoneName, const class FName Set, const struct FPhysicsControlModifierData& BodyModifierData); bool CreateNamedControl(class FName Name_0, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName, class UPrimitiveComponent* ChildComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const class FName Set); void DestroyAllControlsAndBodyModifiers(); bool DestroyBodyModifier(const class FName Name_0); void DestroyBodyModifiers(const TArray& Names); void DestroyBodyModifiersInSet(const class FName Set); bool DestroyControl(const class FName Name_0); void DestroyControls(const TArray& Names); void DestroyControlsInSet(const class FName Set); struct FRotator GetCachedBoneOrientation(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName); TArray GetCachedBoneOrientations(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames); struct FVector GetCachedBonePosition(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName); TArray GetCachedBonePositions(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames); struct FTransform GetCachedBoneTransform(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName); TArray GetCachedBoneTransforms(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames); bool InvokeControlProfile(class FName ProfileName); void ResetBodyModifiersInSetToCachedBoneTransforms(const class FName SetName, const EResetToCachedTargetBehavior Behavior); void ResetBodyModifiersToCachedBoneTransforms(const TArray& 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 SetBodyModifierData(const class FName Name_0, const struct FPhysicsControlModifierData& ModifierData); void SetBodyModifierDatas(const TArray& Names, const struct FPhysicsControlModifierData& ModifierData); void SetBodyModifierDatasInSet(const class FName Set, const struct FPhysicsControlModifierData& ModifierData); 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& Names, const ECollisionEnabled CollisionType); void SetBodyModifiersGravityMultiplier(const TArray& 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& Names, const EPhysicsMovementType MovementType); bool SetBodyModifierSparseData(const class FName Name_0, const struct FPhysicsControlModifierSparseData& ModifierData); void SetBodyModifierSparseDatas(const TArray& Names, const struct FPhysicsControlModifierSparseData& ModifierData); void SetBodyModifierSparseDatasInSet(const class FName Set, const struct FPhysicsControlModifierSparseData& ModifierData); void SetBodyModifiersPhysicsBlendWeight(const TArray& Names, const float PhysicsBlendWeight); void SetBodyModifiersUpdateKinematicFromSimulation(const TArray& Names, const bool bUpdateKinematicFromSimulation); void SetBodyModifiersUseSkeletalAnimation(const TArray& 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); void SetCachedBoneVelocitiesToZero(); bool SetControlAngularData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxTorque, const bool bEnableControl); bool SetControlData(const class FName Name_0, const struct FPhysicsControlData& ControlData); void SetControlDatas(const TArray& Names, const struct FPhysicsControlData& ControlData); void SetControlDatasInSet(const class FName Set, const struct FPhysicsControlData& ControlData); 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& Names, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl); void SetControlMultipliersInSet(const class FName Set, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl); bool SetControlParent(const class FName Name_0, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName); void SetControlParents(const TArray& Names, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName); void SetControlParentsInSet(const class FName Set, class UPrimitiveComponent* ParentComponent, const class FName ParentBoneName); bool SetControlPoint(const class FName Name_0, const struct FVector& position); void SetControlsDisableCollision(const TArray& Names, const bool bDisableCollision); void SetControlsEnabled(const TArray& Names, const bool bEnable); 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); bool SetControlSparseData(const class FName Name_0, const struct FPhysicsControlSparseData& ControlData); void SetControlSparseDatas(const TArray& Names, const struct FPhysicsControlSparseData& ControlData); void SetControlSparseDatasInSet(const class FName Set, const struct FPhysicsControlSparseData& ControlData); bool SetControlSparseMultiplier(const class FName Name_0, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl); void SetControlSparseMultipliers(const TArray& Names, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl); void SetControlSparseMultipliersInSet(const class FName Set, const struct FPhysicsControlSparseMultiplier& ControlMultiplier, const bool bEnableControl); void SetControlsUseSkeletalAnimation(const TArray& 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& Names, const struct FRotator& orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget); bool SetControlTargetOrientationsFromArray(const TArray& Names, const TArray& 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& Names, const struct FVector& position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget); void SetControlTargetPositionsAndOrientations(const TArray& Names, const struct FVector& position, const struct FRotator& orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget); bool SetControlTargetPositionsAndOrientationsFromArray(const TArray& Names, const TArray& Positions, const TArray& 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& Names, const TArray& 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& 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 GetAllBodyModifierNames() const; const TArray GetAllControlNames() const; bool GetBodyModifierExists(const class FName Name_0) const; const TArray GetBodyModifierNamesInSet(const class FName Set) const; bool GetControlData(const class FName Name_0, struct FPhysicsControlData* ControlData) const; bool GetControlEnabled(const class FName Name_0) const; bool GetControlExists(const class FName Name_0) const; bool GetControlMultiplier(const class FName Name_0, struct FPhysicsControlMultiplier* ControlMultiplier) const; const TArray GetControlNamesInSet(const class FName Set) const; bool GetControlTarget(const class FName Name_0, struct FPhysicsControlTarget* ControlTarget) const; TMap GetLimbBonesFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& LimbSetupData) const; TArray GetSetsContainingBodyModifier(const class FName Control) const; TArray 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(); } }; #pragma pack(pop) DUMPER7_ASSERTS_UPhysicsControlComponent; // Class PhysicsControl.PhysicsControlInitializerComponent // 0x0180 (0x03B0 - 0x0230) class UPhysicsControlInitializerComponent final : public USceneComponent { public: struct FInitialCharacterControls InitialCharacterControls; // 0x0230(0x00D0)(Edit, BlueprintVisible, NativeAccessSpecifierPublic) TMap InitialControls; // 0x0300(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic) TMap InitialBodyModifiers; // 0x0350(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic) bool bCreateControlsAtBeginPlay; // 0x03A0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_3A1[0xF]; // 0x03A1(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(); } }; DUMPER7_ASSERTS_UPhysicsControlInitializerComponent; // Class PhysicsControl.PhysicsControlActor // 0x0010 (0x02D8 - 0x02C8) class APhysicsControlActor final : public AActor { public: class UPhysicsControlComponent* ControlComponent; // 0x02C8(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class UPhysicsControlInitializerComponent* ControlInitializerComponent; // 0x02D0(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(); } }; DUMPER7_ASSERTS_APhysicsControlActor; }