Files
ReshadePluginsCore/Hogwarts Legacy/SDK/UMGFocus_classes.hpp
2026-03-06 01:33:32 +01:00

148 lines
7.1 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: UMGFocus
#include "Basic.hpp"
#include "CoreUObject_classes.hpp"
#include "UMGFocus_structs.hpp"
#include "UMG_classes.hpp"
#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
namespace SDK
{
// Class UMGFocus.UMGFocusManager
// 0x0008 (0x0030 - 0x0028)
class UUMGFocusManager final : public UObject
{
public:
class AUMGInputManager* UMGInputManager; // 0x0028(0x0008)(ZeroConstructor, Transient, DuplicateTransient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("UMGFocusManager")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"UMGFocusManager")
}
static class UUMGFocusManager* GetDefaultObj()
{
return GetDefaultObjImpl<UUMGFocusManager>();
}
};
DUMPER7_ASSERTS_UUMGFocusManager;
// Class UMGFocus.UMGFocusWidget
// 0x0060 (0x02C8 - 0x0268)
class UUMGFocusWidget : public UUserWidget
{
public:
int32 FocusInputPriority; // 0x0268(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_26C[0x4]; // 0x026C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<EUMGInputAction> FocusInputActions; // 0x0270(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
TArray<EUMGInputAxis> FocusInputAxis; // 0x0280(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
struct FUMGConsolidatedAxisInputData ConsolidatedAxisInputData; // 0x0290(0x0030)(Transient, DuplicateTransient, NoDestructor, NativeAccessSpecifierPublic)
bool bHasFocus; // 0x02C0(0x0001)(ZeroConstructor, Transient, DuplicateTransient, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_2C1[0x7]; // 0x02C1(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void AcquireFocus();
void BlueprintConsolidatedUMGInputAxis(const struct FUMGConsolidatedAxisInputData& AxisInputData);
void BlueprintFocusAcquired();
void BlueprintFocusLost();
bool BlueprintOnUMGInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void LoseFocus();
void RegisterAllUMGInputActions(EInputEvent InputEvent);
void RegisterAllUMGInputAxis();
void RegisterUMGInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void RegisterUMGInputAxis(EUMGInputAxis InputAxis);
void RegisterUMGTouchAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterAllUMGInputActions(EInputEvent InputEvent);
void UnregisterAllUMGInputAxis();
void UnregisterUMGInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterUMGInputAxis(EUMGInputAxis InputAxis);
void UnregisterUMGTouchAction(EUMGInputAction InputAction, EInputEvent InputEvent);
bool HasFocus() const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("UMGFocusWidget")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"UMGFocusWidget")
}
static class UUMGFocusWidget* GetDefaultObj()
{
return GetDefaultObjImpl<UUMGFocusWidget>();
}
};
DUMPER7_ASSERTS_UUMGFocusWidget;
// Class UMGFocus.UMGInputManager
// 0x01E8 (0x0430 - 0x0248)
class AUMGInputManager final : public AActor
{
public:
EUMGInputAction ReferenceUMGInputAction; // 0x0248(0x0001)(ZeroConstructor, Transient, DuplicateTransient, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EUMGInputAxis ReferenceUMGInputAxis; // 0x0249(0x0001)(ZeroConstructor, Transient, DuplicateTransient, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_24A[0xF6]; // 0x024A(0x00F6)(Fixing Size After Last Property [ Dumper-7 ])
TMap<struct FUMGInputActionInfo, struct FUMGInputListenerStack> UMGInputActionListeners; // 0x0340(0x0050)(Transient, DuplicateTransient, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
TMap<EUMGInputAxis, struct FUMGInputListenerStack> UMGInputAxisListeners; // 0x0390(0x0050)(Transient, DuplicateTransient, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
TMap<struct FUMGInputActionInfo, struct FUMGInputListenerStack> UMGTouchListeners; // 0x03E0(0x0050)(Transient, DuplicateTransient, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
public:
void CreateInputActionBinding(EUMGInputAction InputAction, EInputEvent InputEvent);
void CreateInputAxisBinding(EUMGInputAxis InputAxis);
void CreateTouchActionBinding(EUMGInputAction InputAction, EInputEvent InputEvent);
class FString GetInputActionEnumValueAsString(EUMGInputAction InputAction);
class FString GetInputAxisEnumValueAsString(EUMGInputAxis InputAxis);
void OnInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void OnInputAxis(EUMGInputAxis InputAxis, const float AxisValue);
void OnTouchAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void RegisterInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void RegisterInputAxis(EUMGInputAxis InputAxis);
void RegisterInputTouch(EUMGInputAction InputAction, EInputEvent InputEvent);
void RegisterUMGInputAction(struct FUMGInputListener* InputListener, EUMGInputAction InputAction, EInputEvent InputEvent);
void RegisterUMGInputAxis(struct FUMGInputListener* InputListener, EUMGInputAxis InputAxis);
void RegisterUMGTouch(struct FUMGInputListener* InputListener, EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterInputAction(EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterInputAxis(EUMGInputAxis InputAxis);
void UnregisterInputTouch(EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterUMGInputAction(struct FUMGInputListener* InputListener, EUMGInputAction InputAction, EInputEvent InputEvent);
void UnregisterUMGInputAxis(struct FUMGInputListener* InputListener, EUMGInputAxis InputAxis);
void UnregisterUMGInputListener(struct FUMGInputListener* InputListener);
void UnregisterUMGTouch(struct FUMGInputListener* InputListener, EUMGInputAction InputAction, EInputEvent InputEvent);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("UMGInputManager")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"UMGInputManager")
}
static class AUMGInputManager* GetDefaultObj()
{
return GetDefaultObjImpl<AUMGInputManager>();
}
};
DUMPER7_ASSERTS_AUMGInputManager;
}