129 lines
7.1 KiB
C++
129 lines
7.1 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: DbAssetMapper
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#include "Basic.hpp"
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#include "CoreUObject_classes.hpp"
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#include "Engine_structs.hpp"
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#include "DbAssetMapper_structs.hpp"
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namespace SDK
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{
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// Class DbAssetMapper.DbAssetMapper
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// 0x0050 (0x0078 - 0x0028)
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class UDbAssetMapper final : public UObject
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{
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public:
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uint8 Pad_28[0x50]; // 0x0028(0x0050)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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static class FName GetAdditionalVoiceID(const class FName& RegistryId);
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static TArray<class FString> GetAllRegistryIDsOfType(const class FString& SubtypeID);
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static TArray<class FString> GetAllRegistrySubtypeIDs(const class FString& RegistryTypeID);
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static TArray<class FString> GetAllRegistryTypeIDs();
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static class UDbAssetMapper* GetDbAssetMapper();
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static class FName GetEmoteVoiceID(const class FName& RegistryId);
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static TSoftObjectPtr<class UObject> GetItemSpawnAssetFromDbId(const class FString& InItemName);
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static class FName GetRegistryTypeDef(const class FName& RegistryId);
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static class FString GetRegistryTypeID(const class FName& inTypeName);
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static class FName GetSkeletonTypeID(const class FName& RegistryId);
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static class FName GetSubtypeID(const class FName& RegistryId);
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static bool IsValidRegistryID(const class FString& inRegistryName);
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static bool SetTableColumnInfo(struct FDbSingleColumnInfo& inDbColInfo, struct FDbSingleColumnInfo* outDbColInfo, const class FString& inTableName, const class FString& inColumnName, bool inEmpty, bool inAddNone);
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static class AActor* SpawnAssetFromDbId(const class UObject* WorldContextObject, const struct FTransform& InTransform, const class FString& InItemName, bool bSpawnOnlyShell);
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static bool SpawnAssetFromDbIdAsync(const class UObject* WorldContextObject, const struct FTransform& InTransform, const class FString& InItemName, bool bSpawnOnlyShell, const TDelegate<void(class AActor* SpawnedActor)>& FinishDelegate);
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static class AActor* SpawnAssetFromDbIdForAutomation(const class UObject* WorldContextObject, const struct FTransform& InTransform, const class FString& InItemName, int32 inParentUID, int32 inOverrideUID, bool bSpawnOnlyShell);
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("DbAssetMapper")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"DbAssetMapper")
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}
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static class UDbAssetMapper* GetDefaultObj()
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{
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return GetDefaultObjImpl<UDbAssetMapper>();
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}
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};
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DUMPER7_ASSERTS_UDbAssetMapper;
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// Class DbAssetMapper.DbAssetMapperSpawn_Interface
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// 0x0000 (0x0000 - 0x0000)
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class IDbAssetMapperSpawn_Interface final
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{
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public:
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ESpawnAllowedResponse AllowSpawn(const class FString& InItemID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent);
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bool AllowsSplitFrameDeferredSpawn();
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ESpawnRestrictionResponse CheckSpawnRestrictions(struct FRestrictionInfo* ioRestrictionInfo);
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bool CreateItemAsScheduledEntity(const class FString& InItemID);
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bool GetActorDefinitionData(const class FString& InRegistryID, class FName* outGenderID, class FName* OutVoiceID, class FName* outEmoteID);
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class FName GetCharacterDerivedClass(class FName InRegistryID);
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bool GetDefinitionIdentifyingColumnName(class FName* OutFirstColumnName);
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class FName GetDynamicPersistenceTableName();
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class FName GetDynamicTableName();
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float GetHealth(const class FString& InItemID, uint32 inParentUID, uint32 inOverrideUID);
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bool GetObjectInstanceData(class FName InRegistryID, TArray<struct FNPC_DbObjectInstanceData>* outInstanceData);
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int32 GetPlayerExperienceLevel();
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bool GetShellSpawnPath(const class FString& InItemID, struct FSoftObjectPath* OutPath);
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bool GetSpawnAsset(const class FString& InItemID, TSubclassOf<class AActor>* OutAsset);
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bool GetSpawnPath(const class FString& InItemID, struct FSoftObjectPath* OutPath);
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bool GetSpawnRestrictions(const class FString& InItemID, struct FSQLiteQueryResultMap* OutQueryResultMap);
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bool GetSpawnRestrictionsByCategory(const class FString& InItemID, const class FString& inCategory, struct FSQLiteQueryResultMap* OutQueryResultMap);
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class FName GetTableName();
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uint32 GetUniqueObjectID(const class FString& InItemID);
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bool IsObjectInDefinitionTable(class FName InRegistryID);
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class FName RedirectInstanceToObject(class FName InRegistryID);
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bool RedirectNamedObject(class FName InRegistryID, const class FString& inTableName, class FString* outClassID, class FString* outLootID);
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class FName RedirectObjectClass(class FName InRegistryID, const class FString& inTableName);
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class FString RedirectObjectToInstance(const class FString& InRegistryID);
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bool RegisterNewSpawn(class AActor* InAssetPtr);
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void RestoreData(const class FString& InItemID, class AActor* TargetActor, uint32 inParentUID, uint32 inOverrideUID);
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void SaveData(const class FString& InItemID, class AActor* TargetActor, uint32 inParentUID, uint32 inOverrideUID);
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class AActor* Spawn(class UWorld* InWorld, const struct FTransform& InTransform, const class FString& InRegistryID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent, ESpawnActorCollisionHandlingMethod InCollisionMethod, class ULevel* InOverrideLevel, class UObject* InParentContainer);
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class AActor* SpawnAsync(class UWorld* InWorld, const struct FTransform& InTransform, const class FString& InRegistryID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent, ESpawnActorCollisionHandlingMethod InCollisionMethod, class ULevel* InOverrideLevel);
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class AActor* SpawnFinalize(class UWorld* InWorld, class AActor* SpawnedActor, const class FString& InRegistryID, uint32 inParentUID, uint32 inOverrideUID);
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class AActor* SpawnSEAsset(class UWorld* InWorld, const struct FTransform& InTransform, const class FString& InRegistryID, const class FString& inOverrideScheduleName, const class FString& inOverrideScheduleTable, const class FString& inOverrideWorldID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent, ESpawnActorCollisionHandlingMethod InCollisionMethod, class ULevel* InOverrideLevel);
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class AActor* SpawnShell(class UWorld* InWorld, const struct FTransform& InTransform, const class FString& InRegistryID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent, ESpawnActorCollisionHandlingMethod InCollisionMethod, class ULevel* InOverrideLevel);
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class AActor* SpawnStart(class UWorld* InWorld, const struct FTransform& InTransform, const class FString& InRegistryID, uint32 inParentUID, uint32 inOverrideUID, bool inIsPersistent, ESpawnActorCollisionHandlingMethod InCollisionMethod, class ULevel* InOverrideLevel, class UObject* InParentContainer);
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bool UnregisterSpawnWhenDestroyed(class AActor* InAssetPtr);
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("DbAssetMapperSpawn_Interface")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"DbAssetMapperSpawn_Interface")
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}
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static class IDbAssetMapperSpawn_Interface* GetDefaultObj()
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{
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return GetDefaultObjImpl<IDbAssetMapperSpawn_Interface>();
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}
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class UObject* AsUObject()
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{
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return reinterpret_cast<UObject*>(this);
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}
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const class UObject* AsUObject() const
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{
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return reinterpret_cast<const UObject*>(this);
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}
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};
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DUMPER7_ASSERTS_IDbAssetMapperSpawn_Interface;
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}
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