Files
ReshadePluginsCore/Reanimal/SDK/GameEvents_classes.hpp
2026-03-06 01:33:02 +01:00

75 lines
2.3 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GameEvents
#include "Basic.hpp"
#include "Engine_classes.hpp"
#include "GameEvents_structs.hpp"
namespace SDK
{
// Class GameEvents.GameEventsBlueprintLibrary
// 0x0000 (0x0028 - 0x0028)
class UGameEventsBlueprintLibrary final : public UBlueprintFunctionLibrary
{
public:
static void BroadcastGenericActorEvent(const class AActor* Actor, class FName customEventID, EEventDispatchMode dispatchMode);
static void BroadcastGenericWorldEvent(const class UObject* WorldContext, const struct FVector& EventLocation, class FName customEventID, double maxRange, class AActor* ignoredActor, EEventDispatchMode dispatchMode);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameEventsBlueprintLibrary")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameEventsBlueprintLibrary")
}
static class UGameEventsBlueprintLibrary* GetDefaultObj()
{
return GetDefaultObjImpl<UGameEventsBlueprintLibrary>();
}
};
DUMPER7_ASSERTS_UGameEventsBlueprintLibrary;
// Class GameEvents.GameEventSystem
// 0x00E0 (0x0110 - 0x0030)
class alignas(0x10) UGameEventSystem final : public UGameInstanceSubsystem
{
public:
uint8 Pad_30[0x30]; // 0x0030(0x0030)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FRecordedGameEvent> mEventHistory; // 0x0060(0x0010)(ZeroConstructor, Transient, NativeAccessSpecifierPrivate)
uint8 Pad_70[0xA0]; // 0x0070(0x00A0)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static void BindBlueprintActorDelegate_Internal(class FName eventTypeID, const class AActor* Subject, const struct FGenericStruct& OnEvent);
static void BindBlueprintWorldDelegate_Internal(class FName eventTypeID, const class USceneComponent* Receiver, double maxRange, const struct FGenericStruct& OnEvent);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameEventSystem")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameEventSystem")
}
static class UGameEventSystem* GetDefaultObj()
{
return GetDefaultObjImpl<UGameEventSystem>();
}
};
DUMPER7_ASSERTS_UGameEventSystem;
}