#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& 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 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 CreateBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllBodyModifiers, const TMap& LimbBones, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation); TArray 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* LimbWorldSpaceControls, struct FPhysicsControlNames* AllParentSpaceControls, TMap* LimbParentSpaceControls, struct FPhysicsControlNames* AllBodyModifiers, TMap* LimbBodyModifiers, class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& 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 CreateControlsFromLimbBones(struct FPhysicsControlNames* AllControls, const TMap& LimbBones, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlSettings& ControlSettings, const bool bEnabled); 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 struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled); 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 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& 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); TArray GetCachedBoneAngularVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& BoneNames); struct FVector GetCachedBoneAngularVelocity(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName); 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); TArray GetCachedBoneVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray& 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& 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& 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); 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, 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& 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& 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& Names, const bool bAutoDisable); void SetControlsDisableCollision(const TArray& Names, const bool bDisableCollision); void SetControlsEnabled(const TArray& 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& 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; const TArray 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 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(); } }; 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 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(); } }; DUMPER7_ASSERTS_UPhysicsControlProfileAsset; // Class PhysicsControl.PhysicsControlInitializerComponent // 0x0170 (0x0410 - 0x02A0) class UPhysicsControlInitializerComponent final : public USceneComponent { public: struct FInitialCharacterControls InitialCharacterControls; // 0x02A0(0x00C0)(Edit, BlueprintVisible, NativeAccessSpecifierPublic) TMap InitialControls; // 0x0360(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic) TMap 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(); } }; 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(); } }; DUMPER7_ASSERTS_APhysicsControlActor; }