#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: GameplayStateTreeModule #include "Basic.hpp" #include "StateTreeModule_structs.hpp" #include "StateTreeModule_classes.hpp" #include "GameplayTags_structs.hpp" #include "AIModule_classes.hpp" namespace SDK { // Class GameplayStateTreeModule.BTTask_RunDynamicStateTree // 0x0058 (0x00C8 - 0x0070) class UBTTask_RunDynamicStateTree final : public UBTTaskNode { public: struct FStateTreeReference StateTreeRef; // 0x0070(0x0028)(Transient, Protected, NativeAccessSpecifierProtected) struct FStateTreeInstanceData InstanceData; // 0x0098(0x0010)(Transient, Protected, NativeAccessSpecifierProtected) struct FGameplayTag InjectionTag; // 0x00A8(0x0008)(Edit, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) uint8 Pad_B0[0x18]; // 0x00B0(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("BTTask_RunDynamicStateTree") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"BTTask_RunDynamicStateTree") } static class UBTTask_RunDynamicStateTree* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UBTTask_RunDynamicStateTree; // Class GameplayStateTreeModule.BTTask_RunStateTree // 0x0048 (0x00B8 - 0x0070) class UBTTask_RunStateTree final : public UBTTaskNode { public: uint8 Pad_70[0x8]; // 0x0070(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) struct FStateTreeReference StateTreeRef; // 0x0078(0x0028)(Edit, Protected, NativeAccessSpecifierProtected) struct FStateTreeInstanceData InstanceData; // 0x00A0(0x0010)(Transient, Protected, NativeAccessSpecifierProtected) float Interval; // 0x00B0(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) float RandomDeviation; // 0x00B4(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("BTTask_RunStateTree") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"BTTask_RunStateTree") } static class UBTTask_RunStateTree* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UBTTask_RunStateTree; // Class GameplayStateTreeModule.StateTreeComponent // 0x0078 (0x0170 - 0x00F8) class UStateTreeComponent : public UBrainComponent { public: uint8 Pad_F8[0x10]; // 0x00F8(0x0010)(Fixing Size After Last Property [ Dumper-7 ]) TMulticastInlineDelegate OnStateTreeRunStatusChanged; // 0x0108(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) struct FStateTreeReference StateTreeRef; // 0x0118(0x0028)(Edit, Protected, NativeAccessSpecifierProtected) struct FStateTreeReferenceOverrides LinkedStateTreeOverrides; // 0x0140(0x0010)(Edit, Protected, NativeAccessSpecifierProtected) bool bStartLogicAutomatically; // 0x0150(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) uint8 Pad_151[0x7]; // 0x0151(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) struct FStateTreeInstanceData InstanceData; // 0x0158(0x0010)(Transient, Protected, NativeAccessSpecifierProtected) uint8 Pad_168[0x8]; // 0x0168(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: void SendStateTreeEvent(const struct FStateTreeEvent& Event); void SetStartLogicAutomatically(const bool bInStartLogicAutomatically); EStateTreeRunStatus GetStateTreeRunStatus() const; public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("StateTreeComponent") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"StateTreeComponent") } static class UStateTreeComponent* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UStateTreeComponent; // Class GameplayStateTreeModule.StateTreeAIComponent // 0x0000 (0x0170 - 0x0170) class UStateTreeAIComponent final : public UStateTreeComponent { public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("StateTreeAIComponent") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"StateTreeAIComponent") } static class UStateTreeAIComponent* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UStateTreeAIComponent; // Class GameplayStateTreeModule.StateTreeComponentSchema // 0x0030 (0x0058 - 0x0028) class UStateTreeComponentSchema : public UStateTreeSchema { public: TSubclassOf ContextActorClass; // 0x0028(0x0008)(Edit, ZeroConstructor, NoClear, NoDestructor, Protected, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierProtected) struct FStateTreeExternalDataDesc ContextActorDataDesc; // 0x0030(0x0018)(NoDestructor, Protected, NativeAccessSpecifierProtected) TArray ContextDataDescs; // 0x0048(0x0010)(ZeroConstructor, Protected, NativeAccessSpecifierProtected) public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("StateTreeComponentSchema") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"StateTreeComponentSchema") } static class UStateTreeComponentSchema* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UStateTreeComponentSchema; // Class GameplayStateTreeModule.StateTreeAIComponentSchema // 0x0008 (0x0060 - 0x0058) class UStateTreeAIComponentSchema final : public UStateTreeComponentSchema { public: TSubclassOf AIControllerClass; // 0x0058(0x0008)(Edit, ZeroConstructor, NoClear, NoDestructor, Protected, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierProtected) public: static class UClass* StaticClass() { STATIC_CLASS_IMPL("StateTreeAIComponentSchema") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"StateTreeAIComponentSchema") } static class UStateTreeAIComponentSchema* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_UStateTreeAIComponentSchema; }