Files
ReshadePluginsCore/LittleNightmareIII/SDK/GameplayAbilities_classes.hpp

2854 lines
182 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GameplayAbilities
#include "Basic.hpp"
#include "GameplayTasks_classes.hpp"
#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
#include "GameplayAbilities_structs.hpp"
#include "CoreUObject_structs.hpp"
#include "CoreUObject_classes.hpp"
#include "GameplayTags_structs.hpp"
#include "MovieScene_classes.hpp"
namespace SDK
{
// Class GameplayAbilities.AbilityAsync
// 0x0008 (0x0038 - 0x0030)
class UAbilityAsync : public UBlueprintAsyncActionBase
{
public:
uint8 Pad_30[0x8]; // 0x0030(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void EndAction();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync")
}
static class UAbilityAsync* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync>();
}
};
DUMPER7_ASSERTS_UAbilityAsync;
// Class GameplayAbilities.AbilityAsync_WaitGameplayTag
// 0x0018 (0x0050 - 0x0038)
class UAbilityAsync_WaitGameplayTag : public UAbilityAsync
{
public:
uint8 Pad_38[0x18]; // 0x0038(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync_WaitGameplayTag")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync_WaitGameplayTag")
}
static class UAbilityAsync_WaitGameplayTag* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync_WaitGameplayTag>();
}
};
DUMPER7_ASSERTS_UAbilityAsync_WaitGameplayTag;
// Class GameplayAbilities.AbilityAsync_WaitGameplayTagRemoved
// 0x0010 (0x0060 - 0x0050)
class UAbilityAsync_WaitGameplayTagRemoved final : public UAbilityAsync_WaitGameplayTag
{
public:
TMulticastInlineDelegate<void()> Removed; // 0x0050(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
public:
static class UAbilityAsync_WaitGameplayTagRemoved* WaitGameplayTagRemoveFromActor(class AActor* TargetActor, const struct FGameplayTag& Tag, bool OnlyTriggerOnce);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync_WaitGameplayTagRemoved")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync_WaitGameplayTagRemoved")
}
static class UAbilityAsync_WaitGameplayTagRemoved* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync_WaitGameplayTagRemoved>();
}
};
DUMPER7_ASSERTS_UAbilityAsync_WaitGameplayTagRemoved;
// Class GameplayAbilities.AbilityTask
// 0x0018 (0x0080 - 0x0068)
class UAbilityTask : public UGameplayTask
{
public:
class UGameplayAbility* Ability; // 0x0068(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAbilitySystemComponent* AbilitySystemComponent; // 0x0070(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_78[0x8]; // 0x0078(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask")
}
static class UAbilityTask* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask>();
}
};
DUMPER7_ASSERTS_UAbilityTask;
// Class GameplayAbilities.AbilityTask_StartAbilityState
// 0x0038 (0x00B8 - 0x0080)
class UAbilityTask_StartAbilityState final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnStateEnded; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnStateInterrupted; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x18]; // 0x00A0(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_StartAbilityState* StartAbilityState(class UGameplayAbility* OwningAbility, class FName StateName, bool bEndCurrentState);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_StartAbilityState")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_StartAbilityState")
}
static class UAbilityTask_StartAbilityState* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_StartAbilityState>();
}
};
DUMPER7_ASSERTS_UAbilityTask_StartAbilityState;
// Class GameplayAbilities.AbilityAsync_WaitGameplayEffectApplied
// 0x00C0 (0x00F8 - 0x0038)
class UAbilityAsync_WaitGameplayEffectApplied final : public UAbilityAsync
{
public:
TMulticastInlineDelegate<void(class AActor* Source, const struct FGameplayEffectSpecHandle& SpecHandle, const struct FActiveGameplayEffectHandle& ActiveHandle)> OnApplied; // 0x0038(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_48[0xB0]; // 0x0048(0x00B0)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityAsync_WaitGameplayEffectApplied* WaitGameplayEffectAppliedToActor(class AActor* TargetActor, const struct FGameplayTargetDataFilterHandle& SourceFilter, const struct FGameplayTagRequirements& SourceTagRequirements, const struct FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, bool ListenForPeriodicEffect);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync_WaitGameplayEffectApplied")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync_WaitGameplayEffectApplied")
}
static class UAbilityAsync_WaitGameplayEffectApplied* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync_WaitGameplayEffectApplied>();
}
};
DUMPER7_ASSERTS_UAbilityAsync_WaitGameplayEffectApplied;
// Class GameplayAbilities.GameplayAbilityWorldReticle
// 0x0020 (0x0240 - 0x0220)
class AGameplayAbilityWorldReticle : public AActor
{
public:
struct FWorldReticleParameters Parameters; // 0x0220(0x000C)(Edit, BlueprintVisible, DisableEditOnTemplate, NoDestructor, ExposeOnSpawn, NativeAccessSpecifierPublic)
bool bFaceOwnerFlat; // 0x022C(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bSnapToTargetedActor; // 0x022D(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bIsTargetValid; // 0x022E(0x0001)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsTargetAnActor; // 0x022F(0x0001)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class APlayerController* MasterPC; // 0x0230(0x0008)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class AActor* TargetingActor; // 0x0238(0x0008)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
public:
void FaceTowardSource(bool bFaceIn2D);
void OnParametersInitialized();
void OnTargetingAnActor(bool bNewValue);
void OnValidTargetChanged(bool bNewValue);
void SetReticleMaterialParamFloat(class FName ParamName, float Value);
void SetReticleMaterialParamVector(class FName ParamName, const struct FVector& Value);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityWorldReticle")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityWorldReticle")
}
static class AGameplayAbilityWorldReticle* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityWorldReticle>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityWorldReticle;
// Class GameplayAbilities.AbilityTask_ApplyRootMotion_Base
// 0x0038 (0x00B8 - 0x0080)
class UAbilityTask_ApplyRootMotion_Base : public UAbilityTask
{
public:
class FName ForceName; // 0x0080(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
ERootMotionFinishVelocityMode FinishVelocityMode; // 0x0088(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_89[0x3]; // 0x0089(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
struct FVector FinishSetVelocity; // 0x008C(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float FinishClampVelocity; // 0x0098(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_9C[0x4]; // 0x009C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class UCharacterMovementComponent* MovementComponent; // 0x00A0(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_A8[0x10]; // 0x00A8(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotion_Base")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotion_Base")
}
static class UAbilityTask_ApplyRootMotion_Base* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotion_Base>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotion_Base;
// Class GameplayAbilities.AbilityAsync_WaitGameplayEvent
// 0x0028 (0x0060 - 0x0038)
class UAbilityAsync_WaitGameplayEvent final : public UAbilityAsync
{
public:
TMulticastInlineDelegate<void(const struct FGameplayEventData& Payload)> EventReceived; // 0x0038(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_48[0x18]; // 0x0048(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityAsync_WaitGameplayEvent* WaitGameplayEventToActor(class AActor* TargetActor, const struct FGameplayTag& EventTag, bool OnlyTriggerOnce, bool OnlyMatchExact);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync_WaitGameplayEvent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync_WaitGameplayEvent")
}
static class UAbilityAsync_WaitGameplayEvent* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync_WaitGameplayEvent>();
}
};
DUMPER7_ASSERTS_UAbilityAsync_WaitGameplayEvent;
// Class GameplayAbilities.AbilityTask_WaitGameplayTag
// 0x0028 (0x00A8 - 0x0080)
class UAbilityTask_WaitGameplayTag : public UAbilityTask
{
public:
uint8 Pad_80[0x10]; // 0x0080(0x0010)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* OptionalExternalTarget; // 0x0090(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_98[0x10]; // 0x0098(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void GameplayTagCallback(const struct FGameplayTag& Tag, int32 NewCount);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayTag")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayTag")
}
static class UAbilityTask_WaitGameplayTag* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayTag>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayTag;
// Class GameplayAbilities.AbilitySystemComponent
// 0x11E8 (0x1308 - 0x0120)
class UAbilitySystemComponent : public UGameplayTasksComponent
{
public:
uint8 Pad_120[0x10]; // 0x0120(0x0010)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FAttributeDefaults> DefaultStartingData; // 0x0130(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
TArray<class UAttributeSet*> SpawnedAttributes; // 0x0140(0x0010)(ExportObject, Net, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
class FName AffectedAnimInstanceTag; // 0x0150(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_158[0x198]; // 0x0158(0x0198)(Fixing Size After Last Property [ Dumper-7 ])
float OutgoingDuration; // 0x02F0(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float IncomingDuration; // 0x02F4(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2F8[0x20]; // 0x02F8(0x0020)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class FString> ClientDebugStrings; // 0x0318(0x0010)(Net, ZeroConstructor, RepNotify, NativeAccessSpecifierPublic)
TArray<class FString> ServerDebugStrings; // 0x0328(0x0010)(Net, ZeroConstructor, RepNotify, NativeAccessSpecifierPublic)
uint8 Pad_338[0x58]; // 0x0338(0x0058)(Fixing Size After Last Property [ Dumper-7 ])
bool UserAbilityActivationInhibited; // 0x0390(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ReplicationProxyEnabled; // 0x0391(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bSuppressGrantAbility; // 0x0392(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bSuppressGameplayCues; // 0x0393(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_394[0x4]; // 0x0394(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class AGameplayAbilityTargetActor*> SpawnedTargetActors; // 0x0398(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
uint8 Pad_3A8[0x28]; // 0x03A8(0x0028)(Fixing Size After Last Property [ Dumper-7 ])
class AActor* OwnerActor; // 0x03D0(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* AvatarActor; // 0x03D8(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_3E0[0x10]; // 0x03E0(0x0010)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayAbilitySpecContainer ActivatableAbilities; // 0x03F0(0x0120)(BlueprintVisible, BlueprintReadOnly, Net, RepNotify, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
uint8 Pad_510[0x30]; // 0x0510(0x0030)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UGameplayAbility*> AllReplicatedInstancedAbilities; // 0x0540(0x0010)(ZeroConstructor, Protected, NativeAccessSpecifierProtected)
uint8 Pad_550[0x200]; // 0x0550(0x0200)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayAbilityRepAnimMontage RepAnimMontageInfo; // 0x0750(0x0030)(Net, RepNotify, NoDestructor, Protected, NativeAccessSpecifierProtected)
bool bCachedIsNetSimulated; // 0x0780(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bPendingMontageRep; // 0x0781(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_782[0x6]; // 0x0782(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayAbilityLocalAnimMontage LocalAnimMontageInfo; // 0x0788(0x0028)(NoDestructor, Protected, NativeAccessSpecifierProtected)
uint8 Pad_7B0[0xA0]; // 0x07B0(0x00A0)(Fixing Size After Last Property [ Dumper-7 ])
struct FActiveGameplayEffectsContainer ActiveGameplayEffects; // 0x0850(0x0478)(Net, Protected, NativeAccessSpecifierProtected)
struct FActiveGameplayCueContainer ActiveGameplayCues; // 0x0CC8(0x0128)(Net, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
struct FActiveGameplayCueContainer MinimalReplicationGameplayCues; // 0x0DF0(0x0128)(Net, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
uint8 Pad_F18[0x128]; // 0x0F18(0x0128)(Fixing Size After Last Property [ Dumper-7 ])
TArray<uint8> BlockedAbilityBindings; // 0x1040(0x0010)(Net, ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected)
uint8 Pad_1050[0x128]; // 0x1050(0x0128)(Fixing Size After Last Property [ Dumper-7 ])
struct FMinimalReplicationTagCountMap MinimalReplicationTags; // 0x1178(0x0060)(Net, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
uint8 Pad_11D8[0x18]; // 0x11D8(0x0018)(Fixing Size After Last Property [ Dumper-7 ])
struct FReplicatedPredictionKeyMap ReplicatedPredictionKeyMap; // 0x11F0(0x0118)(Net, NativeAccessSpecifierPublic)
public:
struct FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(const struct FGameplayEffectSpecHandle& SpecHandle);
struct FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(const struct FGameplayEffectSpecHandle& SpecHandle, class UAbilitySystemComponent* Target);
struct FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(TSubclassOf<class UGameplayEffect> GameplayEffectClass, float Level, const struct FGameplayEffectContextHandle& EffectContext);
struct FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(TSubclassOf<class UGameplayEffect> GameplayEffectClass, class UAbilitySystemComponent* Target, float Level, const struct FGameplayEffectContextHandle& Context);
void ClientActivateAbilityFailed(const struct FGameplayAbilitySpecHandle& AbilityToActivate, int16 PredictionKey);
void ClientActivateAbilitySucceed(const struct FGameplayAbilitySpecHandle& AbilityToActivate, const struct FPredictionKey& PredictionKey);
void ClientActivateAbilitySucceedWithEventData(const struct FGameplayAbilitySpecHandle& AbilityToActivate, const struct FPredictionKey& PredictionKey, const struct FGameplayEventData& TriggerEventData);
void ClientCancelAbility(const struct FGameplayAbilitySpecHandle& AbilityToCancel, const struct FGameplayAbilityActivationInfo& ActivationInfo);
void ClientEndAbility(const struct FGameplayAbilitySpecHandle& AbilityToEnd, const struct FGameplayAbilityActivationInfo& ActivationInfo);
void ClientPrintDebug_Response(const TArray<class FString>& Strings, int32 GameFlags);
void ClientSetReplicatedEvent(EAbilityGenericReplicatedEvent EventType, const struct FGameplayAbilitySpecHandle& AbilityHandle, const struct FPredictionKey& AbilityOriginalPredictionKey);
void ClientTryActivateAbility(const struct FGameplayAbilitySpecHandle& AbilityToActivate);
int32 GetGameplayEffectCount(TSubclassOf<class UGameplayEffect> SourceGameplayEffect, class UAbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck);
void K2_InitStats(TSubclassOf<class UAttributeSet> Attributes, const class UDataTable* DataTable);
void NetMulticast_InvokeGameplayCueAdded(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext);
void NetMulticast_InvokeGameplayCueAdded_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& Parameters);
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey);
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters);
void NetMulticast_InvokeGameplayCueExecuted(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext);
void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey);
void NetMulticast_InvokeGameplayCueExecuted_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters);
void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters);
void NetMulticast_InvokeGameplayCuesExecuted(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext);
void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters);
void OnRep_ActivateAbilities();
void OnRep_ClientDebugString();
void OnRep_OwningActor();
void OnRep_ReplicatedAnimMontage();
void OnRep_ServerDebugString();
int32 RemoveActiveEffectsWithAppliedTags(const struct FGameplayTagContainer& Tags);
int32 RemoveActiveEffectsWithGrantedTags(const struct FGameplayTagContainer& Tags);
int32 RemoveActiveEffectsWithSourceTags(const struct FGameplayTagContainer& Tags);
int32 RemoveActiveEffectsWithTags(const struct FGameplayTagContainer& Tags);
bool RemoveActiveGameplayEffect(const struct FActiveGameplayEffectHandle& Handle, int32 StacksToRemove);
void RemoveActiveGameplayEffectBySourceEffect(TSubclassOf<class UGameplayEffect> GameplayEffect, class UAbilitySystemComponent* InstigatorAbilitySystemComponent, int32 StacksToRemove);
void ServerAbilityRPCBatch(const struct GameplayAbilities::FServerAbilityRPCBatch& BatchInfo);
void ServerCancelAbility(const struct FGameplayAbilitySpecHandle& AbilityToCancel, const struct FGameplayAbilityActivationInfo& ActivationInfo);
void ServerCurrentMontageJumpToSectionName(class UAnimMontage* ClientAnimMontage, class FName SectionName);
void ServerCurrentMontageSetNextSectionName(class UAnimMontage* ClientAnimMontage, float ClientPosition, class FName SectionName, class FName NextSectionName);
void ServerCurrentMontageSetPlayRate(class UAnimMontage* ClientAnimMontage, float InPlayRate);
void ServerEndAbility(const struct FGameplayAbilitySpecHandle& AbilityToEnd, const struct FGameplayAbilityActivationInfo& ActivationInfo, const struct FPredictionKey& PredictionKey);
void ServerPrintDebug_Request();
void ServerPrintDebug_RequestWithStrings(const TArray<class FString>& Strings);
void ServerSetInputPressed(const struct FGameplayAbilitySpecHandle& AbilityHandle);
void ServerSetInputReleased(const struct FGameplayAbilitySpecHandle& AbilityHandle);
void ServerSetReplicatedEvent(EAbilityGenericReplicatedEvent EventType, const struct FGameplayAbilitySpecHandle& AbilityHandle, const struct FPredictionKey& AbilityOriginalPredictionKey, const struct FPredictionKey& CurrentPredictionKey);
void ServerSetReplicatedEventWithPayload(EAbilityGenericReplicatedEvent EventType, const struct FGameplayAbilitySpecHandle& AbilityHandle, const struct FPredictionKey& AbilityOriginalPredictionKey, const struct FPredictionKey& CurrentPredictionKey, const struct FVector_NetQuantize100& VectorPayload);
void ServerSetReplicatedTargetData(const struct FGameplayAbilitySpecHandle& AbilityHandle, const struct FPredictionKey& AbilityOriginalPredictionKey, const struct FGameplayAbilityTargetDataHandle& ReplicatedTargetDataHandle, const struct FGameplayTag& ApplicationTag, const struct FPredictionKey& CurrentPredictionKey);
void ServerSetReplicatedTargetDataCancelled(const struct FGameplayAbilitySpecHandle& AbilityHandle, const struct FPredictionKey& AbilityOriginalPredictionKey, const struct FPredictionKey& CurrentPredictionKey);
void ServerTryActivateAbility(const struct FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const struct FPredictionKey& PredictionKey);
void ServerTryActivateAbilityWithEventData(const struct FGameplayAbilitySpecHandle& AbilityToActivate, bool InputPressed, const struct FPredictionKey& PredictionKey, const struct FGameplayEventData& TriggerEventData);
void SetActiveGameplayEffectLevel(const struct FActiveGameplayEffectHandle& ActiveHandle, int32 NewLevel);
void SetActiveGameplayEffectLevelUsingQuery(const struct FGameplayEffectQuery& Query, int32 NewLevel);
void SetUserAbilityActivationInhibited(bool NewInhibit);
void TargetCancel();
void TargetConfirm();
bool TryActivateAbilitiesByTag(const struct FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation);
bool TryActivateAbilityByClass(TSubclassOf<class UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation);
TArray<struct FActiveGameplayEffectHandle> GetActiveEffects(const struct FGameplayEffectQuery& Query) const;
TArray<struct FActiveGameplayEffectHandle> GetActiveEffectsWithAllTags(const struct FGameplayTagContainer& Tags) const;
float GetGameplayEffectMagnitude(const struct FActiveGameplayEffectHandle& Handle, const struct FGameplayAttribute& Attribute) const;
bool GetUserAbilityActivationInhibited() const;
bool IsGameplayCueActive(const struct FGameplayTag& GameplayCueTag) const;
struct FGameplayEffectContextHandle MakeEffectContext() const;
struct FGameplayEffectSpecHandle MakeOutgoingSpec(TSubclassOf<class UGameplayEffect> GameplayEffectClass, float Level, const struct FGameplayEffectContextHandle& Context) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemComponent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemComponent")
}
static class UAbilitySystemComponent* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilitySystemComponent>();
}
};
DUMPER7_ASSERTS_UAbilitySystemComponent;
// Class GameplayAbilities.GameplayAbility
// 0x0390 (0x03B8 - 0x0028)
class UGameplayAbility : public UObject
{
public:
uint8 Pad_28[0x80]; // 0x0028(0x0080)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayTagContainer AbilityTags; // 0x00A8(0x0020)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic)
bool bReplicateInputDirectly; // 0x00C8(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool RemoteInstanceEnded; // 0x00C9(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_CA[0x4]; // 0x00CA(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
EGameplayAbilityReplicationPolicy ReplicationPolicy; // 0x00CE(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EGameplayAbilityInstancingPolicy InstancingPolicy; // 0x00CF(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bServerRespectsRemoteAbilityCancellation; // 0x00D0(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bRetriggerInstancedAbility; // 0x00D1(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_D2[0x6]; // 0x00D2(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayAbilityActivationInfo CurrentActivationInfo; // 0x00D8(0x0018)(BlueprintVisible, BlueprintReadOnly, NoDestructor, Protected, NativeAccessSpecifierProtected)
struct FGameplayEventData CurrentEventData; // 0x00F0(0x00B8)(BlueprintVisible, BlueprintReadOnly, Protected, NativeAccessSpecifierProtected)
EGameplayAbilityNetExecutionPolicy NetExecutionPolicy; // 0x01A8(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EGameplayAbilityNetSecurityPolicy NetSecurityPolicy; // 0x01A9(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_1AA[0x6]; // 0x01AA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TSubclassOf<class UGameplayEffect> CostGameplayEffectClass; // 0x01B0(0x0008)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierProtected)
TArray<struct FAbilityTriggerData> AbilityTriggers; // 0x01B8(0x0010)(Edit, ZeroConstructor, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
TSubclassOf<class UGameplayEffect> CooldownGameplayEffectClass; // 0x01C8(0x0008)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FGameplayTagContainer CancelAbilitiesWithTag; // 0x01D0(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer BlockAbilitiesWithTag; // 0x01F0(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer ActivationOwnedTags; // 0x0210(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer ActivationRequiredTags; // 0x0230(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer ActivationBlockedTags; // 0x0250(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer SourceRequiredTags; // 0x0270(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer SourceBlockedTags; // 0x0290(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer TargetRequiredTags; // 0x02B0(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
struct FGameplayTagContainer TargetBlockedTags; // 0x02D0(0x0020)(Edit, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
uint8 Pad_2F0[0x20]; // 0x02F0(0x0020)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UGameplayTask*> ActiveTasks; // 0x0310(0x0010)(ZeroConstructor, Protected, NativeAccessSpecifierProtected)
uint8 Pad_320[0x10]; // 0x0320(0x0010)(Fixing Size After Last Property [ Dumper-7 ])
class UAnimMontage* CurrentMontage; // 0x0330(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_338[0x60]; // 0x0338(0x0060)(Fixing Size After Last Property [ Dumper-7 ])
bool bIsActive; // 0x0398(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsAbilityEnding; // 0x0399(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsCancelable; // 0x039A(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsBlockingOtherAbilities; // 0x039B(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_39C[0x14]; // 0x039C(0x0014)(Fixing Size After Last Property [ Dumper-7 ])
bool bMarkPendingKillOnAbilityEnd; // 0x03B0(0x0001)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_3B1[0x7]; // 0x03B1(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
struct FActiveGameplayEffectHandle BP_ApplyGameplayEffectToOwner(TSubclassOf<class UGameplayEffect> GameplayEffectClass, int32 GameplayEffectLevel, int32 Stacks);
TArray<struct FActiveGameplayEffectHandle> BP_ApplyGameplayEffectToTarget(const struct FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<class UGameplayEffect> GameplayEffectClass, int32 GameplayEffectLevel, int32 Stacks);
void BP_RemoveGameplayEffectFromOwnerWithAssetTags(const struct FGameplayTagContainer& WithAssetTags, int32 StacksToRemove);
void BP_RemoveGameplayEffectFromOwnerWithGrantedTags(const struct FGameplayTagContainer& WithGrantedTags, int32 StacksToRemove);
void BP_RemoveGameplayEffectFromOwnerWithHandle(const struct FActiveGameplayEffectHandle& Handle, int32 StacksToRemove);
void CancelTaskByInstanceName(class FName InstanceName);
void ConfirmTaskByInstanceName(class FName InstanceName, bool bEndTask);
void EndAbilityState(class FName OptionalStateNameToEnd);
void EndTaskByInstanceName(class FName InstanceName);
void K2_ActivateAbility();
void K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData);
void K2_AddGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context, bool bRemoveOnAbilityEnd);
void K2_AddGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameter, bool bRemoveOnAbilityEnd);
struct FActiveGameplayEffectHandle K2_ApplyGameplayEffectSpecToOwner(const struct FGameplayEffectSpecHandle& EffectSpecHandle);
TArray<struct FActiveGameplayEffectHandle> K2_ApplyGameplayEffectSpecToTarget(const struct FGameplayEffectSpecHandle& EffectSpecHandle, const struct FGameplayAbilityTargetDataHandle& TargetData);
void K2_CancelAbility();
bool K2_CheckAbilityCooldown();
bool K2_CheckAbilityCost();
bool K2_CommitAbility();
bool K2_CommitAbilityCooldown(bool BroadcastCommitEvent, bool ForceCooldown);
bool K2_CommitAbilityCost(bool BroadcastCommitEvent);
void K2_CommitExecute();
void K2_EndAbility();
void K2_ExecuteGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context);
void K2_ExecuteGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameters);
void K2_OnEndAbility(bool bWasCancelled);
void K2_RemoveGameplayCue(const struct FGameplayTag& GameplayCueTag);
struct FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerActor();
struct FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerSkeletalMeshComponent(class FName SocketName);
void MontageJumpToSection(class FName SectionName);
void MontageSetNextSectionName(class FName FromSectionName, class FName ToSectionName);
void MontageStop(float OverrideBlendOutTime);
void RemoveGrantedByEffect();
void SendGameplayEvent(const struct FGameplayTag& EventTag, const struct FGameplayEventData& Payload);
void SetCanBeCanceled(bool bCanBeCanceled);
void SetShouldBlockOtherAbilities(bool bShouldBlockAbilities);
int32 GetAbilityLevel() const;
int32 GetAbilityLevel_BP(const struct FGameplayAbilitySpecHandle& Handle, const struct FGameplayAbilityActorInfo& ActorInfo) const;
class UAbilitySystemComponent* GetAbilitySystemComponentFromActorInfo() const;
struct FGameplayAbilityActorInfo GetActorInfo() const;
class AActor* GetAvatarActorFromActorInfo() const;
struct FGameplayEffectContextHandle GetContextFromOwner(const struct FGameplayAbilityTargetDataHandle& OptionalTargetData) const;
float GetCooldownTimeRemaining() const;
class UAnimMontage* GetCurrentMontage() const;
class UObject* GetCurrentSourceObject() const;
struct FGameplayEffectContextHandle GetGrantedByEffectContext() const;
class AActor* GetOwningActorFromActorInfo() const;
class USkeletalMeshComponent* GetOwningComponentFromActorInfo() const;
class UObject* GetSourceObject_BP(const struct FGameplayAbilitySpecHandle& Handle, const struct FGameplayAbilityActorInfo& ActorInfo) const;
void InvalidateClientPredictionKey() const;
bool IsLocallyControlled() const;
bool K2_CanActivateAbility(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayAbilitySpecHandle& Handle, struct FGameplayTagContainer* RelevantTags) const;
bool K2_HasAuthority() const;
bool K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const;
struct FGameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec(TSubclassOf<class UGameplayEffect> GameplayEffectClass, float Level) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbility")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbility")
}
static class UGameplayAbility* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayAbility>();
}
};
DUMPER7_ASSERTS_UGameplayAbility;
// Class GameplayAbilities.GameplayAbility_CharacterJump
// 0x0000 (0x03B8 - 0x03B8)
class UGameplayAbility_CharacterJump final : public UGameplayAbility
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbility_CharacterJump")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbility_CharacterJump")
}
static class UGameplayAbility_CharacterJump* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayAbility_CharacterJump>();
}
};
DUMPER7_ASSERTS_UGameplayAbility_CharacterJump;
// Class GameplayAbilities.AttributeSet
// 0x0008 (0x0030 - 0x0028)
class UAttributeSet : public UObject
{
public:
uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AttributeSet")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AttributeSet")
}
static class UAttributeSet* GetDefaultObj()
{
return GetDefaultObjImpl<UAttributeSet>();
}
};
DUMPER7_ASSERTS_UAttributeSet;
// Class GameplayAbilities.AbilityTask_WaitGameplayEvent
// 0x0030 (0x00B0 - 0x0080)
class UAbilityTask_WaitGameplayEvent final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FGameplayEventData& Payload)> EventReceived; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x8]; // 0x0090(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* OptionalExternalTarget; // 0x0098(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x10]; // 0x00A0(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEvent* WaitGameplayEvent(class UGameplayAbility* OwningAbility, const struct FGameplayTag& EventTag, class AActor* OptionalExternalTarget_0, bool OnlyTriggerOnce, bool OnlyMatchExact);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEvent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEvent")
}
static class UAbilityTask_WaitGameplayEvent* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEvent>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEvent;
// Class GameplayAbilities.AbilityAsync_WaitGameplayTagAdded
// 0x0010 (0x0060 - 0x0050)
class UAbilityAsync_WaitGameplayTagAdded final : public UAbilityAsync_WaitGameplayTag
{
public:
TMulticastInlineDelegate<void()> Added; // 0x0050(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
public:
static class UAbilityAsync_WaitGameplayTagAdded* WaitGameplayTagAddToActor(class AActor* TargetActor, const struct FGameplayTag& Tag, bool OnlyTriggerOnce);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityAsync_WaitGameplayTagAdded")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityAsync_WaitGameplayTagAdded")
}
static class UAbilityAsync_WaitGameplayTagAdded* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityAsync_WaitGameplayTagAdded>();
}
};
DUMPER7_ASSERTS_UAbilityAsync_WaitGameplayTagAdded;
// Class GameplayAbilities.AbilitySystemBlueprintLibrary
// 0x0000 (0x0028 - 0x0028)
class UAbilitySystemBlueprintLibrary final : public UBlueprintFunctionLibrary
{
public:
static struct FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor(class AActor* Actor);
static struct FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray(const TArray<class AActor*>& ActorArray, bool OneTargetPerHandle);
static struct FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult(const struct FHitResult& HitResult);
static struct FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations(const struct FGameplayAbilityTargetingLocationInfo& SourceLocation, const struct FGameplayAbilityTargetingLocationInfo& TargetLocation);
static struct FGameplayEffectSpecHandle AddAssetTag(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayTag& NewGameplayTag);
static struct FGameplayEffectSpecHandle AddAssetTags(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayTagContainer& NewGameplayTags);
static struct FGameplayEffectSpecHandle AddGrantedTag(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayTag& NewGameplayTag);
static struct FGameplayEffectSpecHandle AddGrantedTags(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayTagContainer& NewGameplayTags);
static struct FGameplayEffectSpecHandle AddLinkedGameplayEffect(const struct FGameplayEffectSpecHandle& SpecHandle, TSubclassOf<class UGameplayEffect> LinkedGameplayEffect);
static struct FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayEffectSpecHandle& LinkedGameplayEffectSpec);
static struct FGameplayAbilityTargetDataHandle AppendTargetDataHandle(const struct FGameplayAbilityTargetDataHandle& TargetHandle, const struct FGameplayAbilityTargetDataHandle& HandleToAdd);
static struct FGameplayEffectSpecHandle AssignSetByCallerMagnitude(const struct FGameplayEffectSpecHandle& SpecHandle, class FName DataName, float Magnitude);
static struct FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayTag& DataTag, float Magnitude);
static void BreakGameplayCueParameters(const struct FGameplayCueParameters& Parameters, float* NormalizedMagnitude, float* RawMagnitude, struct FGameplayEffectContextHandle* EffectContext, struct FGameplayTag* MatchedTagName, struct FGameplayTag* OriginalTag, struct FGameplayTagContainer* AggregatedSourceTags, struct FGameplayTagContainer* AggregatedTargetTags, struct FVector* Location, struct FVector* Normal, class AActor** Instigator, class AActor** EffectCauser, class UObject** SourceObject, class UPhysicalMaterial** PhysicalMaterial, int32* GameplayEffectLevel, int32* AbilityLevel, class USceneComponent** TargetAttachComponent, bool* bReplicateLocationWhenUsingMinimalRepProxy);
static struct FGameplayEffectSpecHandle CloneSpecHandle(class AActor* InNewInstigator, class AActor* InEffectCauser, const struct FGameplayEffectSpecHandle& GameplayEffectSpecHandle_Clone);
static bool DoesGameplayCueMeetTagRequirements(const struct FGameplayCueParameters& Parameters, const struct FGameplayTagRequirements& SourceTagReqs, const struct FGameplayTagRequirements& TargetTagReqs);
static bool DoesTargetDataContainActor(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0, class AActor* Actor);
static void EffectContextAddHitResult(const struct FGameplayEffectContextHandle& EffectContext, const struct FHitResult& HitResult, bool bReset);
static class AActor* EffectContextGetEffectCauser(const struct FGameplayEffectContextHandle& EffectContext);
static struct FHitResult EffectContextGetHitResult(const struct FGameplayEffectContextHandle& EffectContext);
static class AActor* EffectContextGetInstigatorActor(const struct FGameplayEffectContextHandle& EffectContext);
static struct FVector EffectContextGetOrigin(const struct FGameplayEffectContextHandle& EffectContext);
static class AActor* EffectContextGetOriginalInstigatorActor(const struct FGameplayEffectContextHandle& EffectContext);
static class UObject* EffectContextGetSourceObject(const struct FGameplayEffectContextHandle& EffectContext);
static bool EffectContextHasHitResult(const struct FGameplayEffectContextHandle& EffectContext);
static bool EffectContextIsInstigatorLocallyControlled(const struct FGameplayEffectContextHandle& EffectContext);
static bool EffectContextIsValid(const struct FGameplayEffectContextHandle& EffectContext);
static void EffectContextSetOrigin(const struct FGameplayEffectContextHandle& EffectContext, const struct FVector& Origin);
static bool EqualEqual_GameplayAttributeGameplayAttribute(const struct FGameplayAttribute& AttributeA, const struct FGameplayAttribute& AttributeB);
static float EvaluateAttributeValueWithTags(class UAbilitySystemComponent* AbilitySystem, const struct FGameplayAttribute& Attribute, const struct FGameplayTagContainer& SourceTags, const struct FGameplayTagContainer& TargetTags, bool* bSuccess);
static float EvaluateAttributeValueWithTagsAndBase(class UAbilitySystemComponent* AbilitySystem, const struct FGameplayAttribute& Attribute, const struct FGameplayTagContainer& SourceTags, const struct FGameplayTagContainer& TargetTags, float BaseValue, bool* bSuccess);
static struct FGameplayAbilityTargetDataHandle FilterTargetData(const struct FGameplayAbilityTargetDataHandle& TargetDataHandle, const struct FGameplayTargetDataFilterHandle& ActorFilterClass);
static void ForwardGameplayCueToTarget(TScriptInterface<class IGameplayCueInterface> TargetCueInterface, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters);
static class UAbilitySystemComponent* GetAbilitySystemComponent(class AActor* Actor);
static class FString GetActiveGameplayEffectDebugString(const struct FActiveGameplayEffectHandle& ActiveHandle);
static float GetActiveGameplayEffectExpectedEndTime(const struct FActiveGameplayEffectHandle& ActiveHandle);
static float GetActiveGameplayEffectRemainingDuration(class UObject* WorldContextObject, const struct FActiveGameplayEffectHandle& ActiveHandle);
static int32 GetActiveGameplayEffectStackCount(const struct FActiveGameplayEffectHandle& ActiveHandle);
static int32 GetActiveGameplayEffectStackLimitCount(const struct FActiveGameplayEffectHandle& ActiveHandle);
static float GetActiveGameplayEffectStartTime(const struct FActiveGameplayEffectHandle& ActiveHandle);
static float GetActiveGameplayEffectTotalDuration(const struct FActiveGameplayEffectHandle& ActiveHandle);
static class AActor* GetActorByIndex(const struct FGameplayCueParameters& Parameters, int32 Index_0);
static int32 GetActorCount(const struct FGameplayCueParameters& Parameters);
static TArray<class AActor*> GetActorsFromTargetData(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static TArray<class AActor*> GetAllActorsFromTargetData(const struct FGameplayAbilityTargetDataHandle& TargetData);
static TArray<struct FGameplayEffectSpecHandle> GetAllLinkedGameplayEffectSpecHandles(const struct FGameplayEffectSpecHandle& SpecHandle);
static int32 GetDataCountFromTargetData(const struct FGameplayAbilityTargetDataHandle& TargetData);
static struct FGameplayEffectContextHandle GetEffectContext(const struct FGameplayEffectSpecHandle& SpecHandle);
static float GetFloatAttribute(const class AActor* Actor, const struct FGameplayAttribute& Attribute, bool* bSuccessfullyFoundAttribute);
static float GetFloatAttributeBase(const class AActor* Actor, const struct FGameplayAttribute& Attribute, bool* bSuccessfullyFoundAttribute);
static float GetFloatAttributeBaseFromAbilitySystemComponent(const class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAttribute& Attribute, bool* bSuccessfullyFoundAttribute);
static float GetFloatAttributeFromAbilitySystemComponent(const class UAbilitySystemComponent* AbilitySystem, const struct FGameplayAttribute& Attribute, bool* bSuccessfullyFoundAttribute);
static bool GetGameplayCueDirection(class AActor* TargetActor, const struct FGameplayCueParameters& Parameters, struct FVector* Direction);
static bool GetGameplayCueEndLocationAndNormal(class AActor* TargetActor, const struct FGameplayCueParameters& Parameters, struct FVector* Location, struct FVector* Normal);
static struct FHitResult GetHitResult(const struct FGameplayCueParameters& Parameters);
static struct FHitResult GetHitResultFromTargetData(const struct FGameplayAbilityTargetDataHandle& HitResult, int32 Index_0);
static class AActor* GetInstigatorActor(const struct FGameplayCueParameters& Parameters);
static struct FTransform GetInstigatorTransform(const struct FGameplayCueParameters& Parameters);
static float GetModifiedAttributeMagnitude(const struct FGameplayEffectSpecHandle& SpecHandle, const struct FGameplayAttribute& Attribute);
static struct FVector GetOrigin(const struct FGameplayCueParameters& Parameters);
static struct FVector GetTargetDataEndPoint(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static struct FTransform GetTargetDataEndPointTransform(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static struct FTransform GetTargetDataOrigin(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static bool HasHitResult(const struct FGameplayCueParameters& Parameters);
static bool IsInstigatorLocallyControlled(const struct FGameplayCueParameters& Parameters);
static bool IsInstigatorLocallyControlledPlayer(const struct FGameplayCueParameters& Parameters);
static bool IsValid(const struct FGameplayAttribute& Attribute);
static struct FGameplayTargetDataFilterHandle MakeFilterHandle(const struct FGameplayTargetDataFilter& Filter, class AActor* FilterActor);
static struct FGameplayCueParameters MakeGameplayCueParameters(float NormalizedMagnitude, float RawMagnitude, const struct FGameplayEffectContextHandle& EffectContext, const struct FGameplayTag& MatchedTagName, const struct FGameplayTag& OriginalTag, const struct FGameplayTagContainer& AggregatedSourceTags, const struct FGameplayTagContainer& AggregatedTargetTags, const struct FVector& Location, const struct FVector& Normal, class AActor* Instigator, class AActor* EffectCauser, class UObject* SourceObject, class UPhysicalMaterial* PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, class USceneComponent* TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy);
static struct FGameplayEffectSpecHandle MakeSpecHandle(class UGameplayEffect* InGameplayEffect, class AActor* InInstigator, class AActor* InEffectCauser, float InLevel);
static bool NotEqual_GameplayAttributeGameplayAttribute(const struct FGameplayAttribute& AttributeA, const struct FGameplayAttribute& AttributeB);
static void SendGameplayEventToActor(class AActor* Actor, const struct FGameplayTag& EventTag, const struct FGameplayEventData& Payload);
static struct FGameplayEffectSpecHandle SetDuration(const struct FGameplayEffectSpecHandle& SpecHandle, float Duration);
static struct FGameplayEffectSpecHandle SetStackCount(const struct FGameplayEffectSpecHandle& SpecHandle, int32 StackCount);
static struct FGameplayEffectSpecHandle SetStackCountToMax(const struct FGameplayEffectSpecHandle& SpecHandle);
static bool TargetDataHasActor(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static bool TargetDataHasEndPoint(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
static bool TargetDataHasHitResult(const struct FGameplayAbilityTargetDataHandle& HitResult, int32 Index_0);
static bool TargetDataHasOrigin(const struct FGameplayAbilityTargetDataHandle& TargetData, int32 Index_0);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemBlueprintLibrary")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemBlueprintLibrary")
}
static class UAbilitySystemBlueprintLibrary* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilitySystemBlueprintLibrary>();
}
};
DUMPER7_ASSERTS_UAbilitySystemBlueprintLibrary;
// Class GameplayAbilities.AbilitySystemDebugHUD
// 0x0000 (0x0310 - 0x0310)
class AAbilitySystemDebugHUD final : public AHUD
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemDebugHUD")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemDebugHUD")
}
static class AAbilitySystemDebugHUD* GetDefaultObj()
{
return GetDefaultObjImpl<AAbilitySystemDebugHUD>();
}
};
DUMPER7_ASSERTS_AAbilitySystemDebugHUD;
// Class GameplayAbilities.AbilitySystemGlobals
// 0x0238 (0x0260 - 0x0028)
class UAbilitySystemGlobals final : public UObject
{
public:
struct FSoftClassPath AbilitySystemGlobalsClassName; // 0x0028(0x0018)(ZeroConstructor, Config, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_40[0x28]; // 0x0040(0x0028)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayTag ActivateFailIsDeadTag; // 0x0068(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailIsDeadName; // 0x0070(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ActivateFailCooldownTag; // 0x0078(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailCooldownName; // 0x0080(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ActivateFailCostTag; // 0x0088(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailCostName; // 0x0090(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ActivateFailTagsBlockedTag; // 0x0098(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailTagsBlockedName; // 0x00A0(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ActivateFailTagsMissingTag; // 0x00A8(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailTagsMissingName; // 0x00B0(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ActivateFailNetworkingTag; // 0x00B8(0x0008)(NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ActivateFailNetworkingName; // 0x00C0(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 MinimalReplicationTagCountBits; // 0x00C8(0x0004)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_CC[0x4]; // 0x00CC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
struct FNetSerializeScriptStructCache TargetDataStructCache; // 0x00D0(0x0010)(NativeAccessSpecifierPublic)
bool bAllowGameplayModEvaluationChannels; // 0x00E0(0x0001)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EGameplayModEvaluationChannel DefaultGameplayModEvaluationChannel; // 0x00E1(0x0001)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_E2[0x2]; // 0x00E2(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
class FName GameplayModEvaluationChannelAliases[0xA]; // 0x00E4(0x0008)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_134[0x4]; // 0x0134(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
struct FSoftObjectPath GlobalCurveTableName; // 0x0138(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveTable* GlobalCurveTable; // 0x0150(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FSoftObjectPath GlobalAttributeMetaDataTableName; // 0x0158(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UDataTable* GlobalAttributeMetaDataTable; // 0x0170(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FSoftObjectPath GlobalAttributeSetDefaultsTableName; // 0x0178(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
TArray<struct FSoftObjectPath> GlobalAttributeSetDefaultsTableNames; // 0x0190(0x0010)(ZeroConstructor, Config, Protected, NativeAccessSpecifierProtected)
TArray<class UCurveTable*> GlobalAttributeDefaultsTables; // 0x01A0(0x0010)(ZeroConstructor, Protected, NativeAccessSpecifierProtected)
struct FSoftObjectPath GlobalGameplayCueManagerClass; // 0x01B0(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FSoftObjectPath GlobalGameplayCueManagerName; // 0x01C8(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
TArray<class FString> GameplayCueNotifyPaths; // 0x01E0(0x0010)(ZeroConstructor, Config, Protected, NativeAccessSpecifierProtected)
struct FSoftObjectPath GameplayTagResponseTableName; // 0x01F0(0x0018)(ZeroConstructor, Config, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UGameplayTagReponseTable* GameplayTagResponseTable; // 0x0208(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool PredictTargetGameplayEffects; // 0x0210(0x0001)(ZeroConstructor, Config, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_211[0x7]; // 0x0211(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class UGameplayCueManager* GlobalGameplayCueManager; // 0x0218(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_220[0x40]; // 0x0220(0x0040)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void ListPlayerAbilities();
void ServerActivatePlayerAbility(const class FString& AbilityNameMatch);
void ServerCancelPlayerAbility(const class FString& AbilityNameMatch);
void ServerEndPlayerAbility(const class FString& AbilityNameMatch);
void ToggleIgnoreAbilitySystemCooldowns();
void ToggleIgnoreAbilitySystemCosts();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemGlobals")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemGlobals")
}
static class UAbilitySystemGlobals* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilitySystemGlobals>();
}
};
DUMPER7_ASSERTS_UAbilitySystemGlobals;
// Class GameplayAbilities.AbilitySystemInterface
// 0x0000 (0x0000 - 0x0000)
class IAbilitySystemInterface final
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemInterface")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemInterface")
}
static class IAbilitySystemInterface* GetDefaultObj()
{
return GetDefaultObjImpl<IAbilitySystemInterface>();
}
class UObject* AsUObject()
{
return reinterpret_cast<UObject*>(this);
}
const class UObject* AsUObject() const
{
return reinterpret_cast<const UObject*>(this);
}
};
DUMPER7_ASSERTS_IAbilitySystemInterface;
// Class GameplayAbilities.AbilitySystemReplicationProxyInterface
// 0x0000 (0x0000 - 0x0000)
class IAbilitySystemReplicationProxyInterface final
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemReplicationProxyInterface")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemReplicationProxyInterface")
}
static class IAbilitySystemReplicationProxyInterface* GetDefaultObj()
{
return GetDefaultObjImpl<IAbilitySystemReplicationProxyInterface>();
}
class UObject* AsUObject()
{
return reinterpret_cast<UObject*>(this);
}
const class UObject* AsUObject() const
{
return reinterpret_cast<const UObject*>(this);
}
};
DUMPER7_ASSERTS_IAbilitySystemReplicationProxyInterface;
// Class GameplayAbilities.AbilitySystemTestAttributeSet
// 0x0040 (0x0070 - 0x0030)
class UAbilitySystemTestAttributeSet final : public UAttributeSet
{
public:
float MaxHealth; // 0x0030(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float Health; // 0x0034(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float Mana; // 0x0038(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float MaxMana; // 0x003C(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float Damage; // 0x0040(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float SpellDamage; // 0x0044(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float PhysicalDamage; // 0x0048(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CritChance; // 0x004C(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CritMultiplier; // 0x0050(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ArmorDamageReduction; // 0x0054(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float DodgeChance; // 0x0058(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float LifeSteal; // 0x005C(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float Strength; // 0x0060(0x0004)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float StackingAttribute1; // 0x0064(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float StackingAttribute2; // 0x0068(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float NoStackAttribute; // 0x006C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemTestAttributeSet")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemTestAttributeSet")
}
static class UAbilitySystemTestAttributeSet* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilitySystemTestAttributeSet>();
}
};
DUMPER7_ASSERTS_UAbilitySystemTestAttributeSet;
// Class GameplayAbilities.AbilitySystemTestPawn
// 0x0020 (0x02C8 - 0x02A8)
class AAbilitySystemTestPawn final : public ADefaultPawn
{
public:
uint8 Pad_2A8[0x18]; // 0x02A8(0x0018)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* AbilitySystemComponent; // 0x02C0(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilitySystemTestPawn")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilitySystemTestPawn")
}
static class AAbilitySystemTestPawn* GetDefaultObj()
{
return GetDefaultObjImpl<AAbilitySystemTestPawn>();
}
};
DUMPER7_ASSERTS_AAbilitySystemTestPawn;
// Class GameplayAbilities.AbilityTask_ApplyRootMotionConstantForce
// 0x0038 (0x00F0 - 0x00B8)
class UAbilityTask_ApplyRootMotionConstantForce final : public UAbilityTask_ApplyRootMotion_Base
{
public:
TMulticastInlineDelegate<void()> OnFinish; // 0x00B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
struct FVector WorldDirection; // 0x00C8(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Strength; // 0x00D4(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Duration; // 0x00D8(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsAdditive; // 0x00DC(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_DD[0x3]; // 0x00DD(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class UCurveFloat* StrengthOverTime; // 0x00E0(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bEnableGravity; // 0x00E8(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_E9[0x7]; // 0x00E9(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_ApplyRootMotionConstantForce* ApplyRootMotionConstantForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FVector& WorldDirection_0, float Strength_0, float Duration_0, bool bIsAdditive_0, class UCurveFloat* StrengthOverTime_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bEnableGravity_0);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotionConstantForce")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotionConstantForce")
}
static class UAbilityTask_ApplyRootMotionConstantForce* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotionConstantForce>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotionConstantForce;
// Class GameplayAbilities.AbilityTask_ApplyRootMotionJumpForce
// 0x0058 (0x0110 - 0x00B8)
class UAbilityTask_ApplyRootMotionJumpForce final : public UAbilityTask_ApplyRootMotion_Base
{
public:
TMulticastInlineDelegate<void()> OnFinish; // 0x00B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnLanded; // 0x00C8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
struct FRotator Rotation; // 0x00D8(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, NativeAccessSpecifierProtected)
float Distance; // 0x00E4(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Height; // 0x00E8(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Duration; // 0x00EC(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float MinimumLandedTriggerTime; // 0x00F0(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bFinishOnLanded; // 0x00F4(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_F5[0x3]; // 0x00F5(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class UCurveVector* PathOffsetCurve; // 0x00F8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveFloat* TimeMappingCurve; // 0x0100(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_108[0x8]; // 0x0108(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_ApplyRootMotionJumpForce* ApplyRootMotionJumpForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FRotator& Rotation_0, float Distance_0, float Height_0, float Duration_0, float MinimumLandedTriggerTime_0, bool bFinishOnLanded_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, class UCurveVector* PathOffsetCurve_0, class UCurveFloat* TimeMappingCurve_0);
void Finish();
void OnLandedCallback(const struct FHitResult& Hit);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotionJumpForce")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotionJumpForce")
}
static class UAbilityTask_ApplyRootMotionJumpForce* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotionJumpForce>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotionJumpForce;
// Class GameplayAbilities.AbilityTask_ApplyRootMotionMoveToActorForce
// 0x0078 (0x0130 - 0x00B8)
class UAbilityTask_ApplyRootMotionMoveToActorForce final : public UAbilityTask_ApplyRootMotion_Base
{
public:
TMulticastInlineDelegate<void(bool DestinationReached, bool TimedOut, const struct FVector& FinalTargetLocation)> OnFinished; // 0x00B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_C8[0x8]; // 0x00C8(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
struct FVector StartLocation; // 0x00D0(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FVector TargetLocation; // 0x00DC(0x000C)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class AActor* TargetActor; // 0x00E8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FVector TargetLocationOffset; // 0x00F0(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
ERootMotionMoveToActorTargetOffsetType OffsetAlignment; // 0x00FC(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_FD[0x3]; // 0x00FD(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
float Duration; // 0x0100(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bDisableDestinationReachedInterrupt; // 0x0104(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bSetNewMovementMode; // 0x0105(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EMovementMode NewMovementMode; // 0x0106(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bRestrictSpeedToExpected; // 0x0107(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveVector* PathOffsetCurve; // 0x0108(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveFloat* TimeMappingCurve; // 0x0110(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveFloat* TargetLerpSpeedHorizontalCurve; // 0x0118(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveFloat* TargetLerpSpeedVerticalCurve; // 0x0120(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_128[0x8]; // 0x0128(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_ApplyRootMotionMoveToActorForce* ApplyRootMotionMoveToActorForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class AActor* TargetActor_0, const struct FVector& TargetLocationOffset_0, ERootMotionMoveToActorTargetOffsetType OffsetAlignment_0, float Duration_0, class UCurveFloat* TargetLerpSpeedHorizontal, class UCurveFloat* TargetLerpSpeedVertical, bool bSetNewMovementMode_0, EMovementMode MovementMode, bool bRestrictSpeedToExpected_0, class UCurveVector* PathOffsetCurve_0, class UCurveFloat* TimeMappingCurve_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt_0);
static class UAbilityTask_ApplyRootMotionMoveToActorForce* ApplyRootMotionMoveToTargetDataActorForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FGameplayAbilityTargetDataHandle& TargetDataHandle, int32 TargetDataIndex, int32 TargetActorIndex, const struct FVector& TargetLocationOffset_0, ERootMotionMoveToActorTargetOffsetType OffsetAlignment_0, float Duration_0, class UCurveFloat* TargetLerpSpeedHorizontal, class UCurveFloat* TargetLerpSpeedVertical, bool bSetNewMovementMode_0, EMovementMode MovementMode, bool bRestrictSpeedToExpected_0, class UCurveVector* PathOffsetCurve_0, class UCurveFloat* TimeMappingCurve_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt_0);
void OnRep_TargetLocation();
void OnTargetActorSwapped(class AActor* OriginalTarget, class AActor* NewTarget);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotionMoveToActorForce")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotionMoveToActorForce")
}
static class UAbilityTask_ApplyRootMotionMoveToActorForce* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotionMoveToActorForce>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotionMoveToActorForce;
// Class GameplayAbilities.AbilityTask_ApplyRootMotionMoveToForce
// 0x0050 (0x0108 - 0x00B8)
class UAbilityTask_ApplyRootMotionMoveToForce final : public UAbilityTask_ApplyRootMotion_Base
{
public:
TMulticastInlineDelegate<void()> OnTimedOut; // 0x00B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnTimedOutAndDestinationReached; // 0x00C8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
struct FVector StartLocation; // 0x00D8(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FVector TargetLocation; // 0x00E4(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Duration; // 0x00F0(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bSetNewMovementMode; // 0x00F4(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EMovementMode NewMovementMode; // 0x00F5(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bRestrictSpeedToExpected; // 0x00F6(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_F7[0x1]; // 0x00F7(0x0001)(Fixing Size After Last Property [ Dumper-7 ])
class UCurveVector* PathOffsetCurve; // 0x00F8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_100[0x8]; // 0x0100(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_ApplyRootMotionMoveToForce* ApplyRootMotionMoveToForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FVector& TargetLocation_0, float Duration_0, bool bSetNewMovementMode_0, EMovementMode MovementMode, bool bRestrictSpeedToExpected_0, class UCurveVector* PathOffsetCurve_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotionMoveToForce")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotionMoveToForce")
}
static class UAbilityTask_ApplyRootMotionMoveToForce* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotionMoveToForce>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotionMoveToForce;
// Class GameplayAbilities.AbilityTask_ApplyRootMotionRadialForce
// 0x0058 (0x0110 - 0x00B8)
class UAbilityTask_ApplyRootMotionRadialForce final : public UAbilityTask_ApplyRootMotion_Base
{
public:
TMulticastInlineDelegate<void()> OnFinish; // 0x00B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
struct FVector Location; // 0x00C8(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_D4[0x4]; // 0x00D4(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class AActor* LocationActor; // 0x00D8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Strength; // 0x00E0(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Duration; // 0x00E4(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float Radius; // 0x00E8(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsPush; // 0x00EC(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bIsAdditive; // 0x00ED(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bNoZForce; // 0x00EE(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_EF[0x1]; // 0x00EF(0x0001)(Fixing Size After Last Property [ Dumper-7 ])
class UCurveFloat* StrengthDistanceFalloff; // 0x00F0(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveFloat* StrengthOverTime; // 0x00F8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
bool bUseFixedWorldDirection; // 0x0100(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_101[0x3]; // 0x0101(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
struct FRotator FixedWorldDirection; // 0x0104(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, NativeAccessSpecifierProtected)
public:
static class UAbilityTask_ApplyRootMotionRadialForce* ApplyRootMotionRadialForce(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FVector& Location_0, class AActor* LocationActor_0, float Strength_0, float Duration_0, float Radius_0, bool bIsPush_0, bool bIsAdditive_0, bool bNoZForce_0, class UCurveFloat* StrengthDistanceFalloff_0, class UCurveFloat* StrengthOverTime_0, bool bUseFixedWorldDirection_0, const struct FRotator& FixedWorldDirection_0, ERootMotionFinishVelocityMode VelocityOnFinishMode, const struct FVector& SetVelocityOnFinish, float ClampVelocityOnFinish);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_ApplyRootMotionRadialForce")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_ApplyRootMotionRadialForce")
}
static class UAbilityTask_ApplyRootMotionRadialForce* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_ApplyRootMotionRadialForce>();
}
};
DUMPER7_ASSERTS_UAbilityTask_ApplyRootMotionRadialForce;
// Class GameplayAbilities.AbilityTask_MoveToLocation
// 0x0048 (0x00C8 - 0x0080)
class UAbilityTask_MoveToLocation final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnTargetLocationReached; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x4]; // 0x0090(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
struct FVector StartLocation; // 0x0094(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
struct FVector TargetLocation; // 0x00A0(0x000C)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
float DurationOfMovement; // 0x00AC(0x0004)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_B0[0x8]; // 0x00B0(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
class UCurveFloat* LerpCurve; // 0x00B8(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class UCurveVector* LerpCurveVector; // 0x00C0(0x0008)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
public:
static class UAbilityTask_MoveToLocation* MoveToLocation(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FVector& Location, float Duration, class UCurveFloat* OptionalInterpolationCurve, class UCurveVector* OptionalVectorInterpolationCurve);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_MoveToLocation")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_MoveToLocation")
}
static class UAbilityTask_MoveToLocation* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_MoveToLocation>();
}
};
DUMPER7_ASSERTS_UAbilityTask_MoveToLocation;
// Class GameplayAbilities.AbilityTask_NetworkSyncPoint
// 0x0018 (0x0098 - 0x0080)
class UAbilityTask_NetworkSyncPoint final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnSync; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x8]; // 0x0090(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_NetworkSyncPoint* WaitNetSync(class UGameplayAbility* OwningAbility, EAbilityTaskNetSyncType SyncType);
void OnSignalCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_NetworkSyncPoint")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_NetworkSyncPoint")
}
static class UAbilityTask_NetworkSyncPoint* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_NetworkSyncPoint>();
}
};
DUMPER7_ASSERTS_UAbilityTask_NetworkSyncPoint;
// Class GameplayAbilities.AbilityTask_PlayMontageAndWait
// 0x0088 (0x0108 - 0x0080)
class UAbilityTask_PlayMontageAndWait final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnCompleted; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnBlendOut; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnInterrupted; // 0x00A0(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnCancelled; // 0x00B0(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_C0[0x28]; // 0x00C0(0x0028)(Fixing Size After Last Property [ Dumper-7 ])
class UAnimMontage* MontageToPlay; // 0x00E8(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
float Rate; // 0x00F0(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class FName StartSection; // 0x00F4(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
float AnimRootMotionTranslationScale; // 0x00FC(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
float StartTimeSeconds; // 0x0100(0x0004)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
bool bStopWhenAbilityEnds; // 0x0104(0x0001)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
uint8 Pad_105[0x3]; // 0x0105(0x0003)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_PlayMontageAndWait* CreatePlayMontageAndWaitProxy(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class UAnimMontage* MontageToPlay_0, float Rate_0, class FName StartSection_0, bool bStopWhenAbilityEnds_0, float AnimRootMotionTranslationScale_0, float StartTimeSeconds_0);
void OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted);
void OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted);
void OnMontageInterrupted();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_PlayMontageAndWait")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_PlayMontageAndWait")
}
static class UAbilityTask_PlayMontageAndWait* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_PlayMontageAndWait>();
}
};
DUMPER7_ASSERTS_UAbilityTask_PlayMontageAndWait;
// Class GameplayAbilities.AbilityTask_Repeat
// 0x0038 (0x00B8 - 0x0080)
class UAbilityTask_Repeat final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(int32 ActionNumber)> OnPerformAction; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void(int32 ActionNumber)> OnFinished; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x18]; // 0x00A0(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_Repeat* RepeatAction(class UGameplayAbility* OwningAbility, float TimeBetweenActions, int32 TotalActionCount);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_Repeat")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_Repeat")
}
static class UAbilityTask_Repeat* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_Repeat>();
}
};
DUMPER7_ASSERTS_UAbilityTask_Repeat;
// Class GameplayAbilities.AbilityTask_SpawnActor
// 0x0048 (0x00C8 - 0x0080)
class UAbilityTask_SpawnActor final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(class AActor* SpawnedActor)> Success; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void(class AActor* SpawnedActor)> DidNotSpawn; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x28]; // 0x00A0(0x0028)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_SpawnActor* SpawnActor(class UGameplayAbility* OwningAbility, const struct FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<class AActor> Class_0);
bool BeginSpawningActor(class UGameplayAbility* OwningAbility, const struct FGameplayAbilityTargetDataHandle& TargetData, TSubclassOf<class AActor> Class_0, class AActor** SpawnedActor);
void FinishSpawningActor(class UGameplayAbility* OwningAbility, const struct FGameplayAbilityTargetDataHandle& TargetData, class AActor* SpawnedActor);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_SpawnActor")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_SpawnActor")
}
static class UAbilityTask_SpawnActor* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_SpawnActor>();
}
};
DUMPER7_ASSERTS_UAbilityTask_SpawnActor;
// Class GameplayAbilities.AbilityTask_VisualizeTargeting
// 0x0028 (0x00A8 - 0x0080)
class UAbilityTask_VisualizeTargeting final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> TimeElapsed; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x18]; // 0x0090(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_VisualizeTargeting* VisualizeTargeting(class UGameplayAbility* OwningAbility, TSubclassOf<class AGameplayAbilityTargetActor> Class_0, class FName TaskInstanceName, float Duration);
static class UAbilityTask_VisualizeTargeting* VisualizeTargetingUsingActor(class UGameplayAbility* OwningAbility, class AGameplayAbilityTargetActor* TargetActor, class FName TaskInstanceName, float Duration);
bool BeginSpawningActor(class UGameplayAbility* OwningAbility, TSubclassOf<class AGameplayAbilityTargetActor> Class_0, class AGameplayAbilityTargetActor** SpawnedActor);
void FinishSpawningActor(class UGameplayAbility* OwningAbility, class AGameplayAbilityTargetActor* SpawnedActor);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_VisualizeTargeting")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_VisualizeTargeting")
}
static class UAbilityTask_VisualizeTargeting* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_VisualizeTargeting>();
}
};
DUMPER7_ASSERTS_UAbilityTask_VisualizeTargeting;
// Class GameplayAbilities.AbilityTask_WaitAbilityActivate
// 0x00B8 (0x0138 - 0x0080)
class UAbilityTask_WaitAbilityActivate final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(class UGameplayAbility* ActivatedAbility)> OnActivate; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0xA8]; // 0x0090(0x00A8)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitAbilityActivate* WaitForAbilityActivate(class UGameplayAbility* OwningAbility, const struct FGameplayTag& WithTag, const struct FGameplayTag& WithoutTag, bool IncludeTriggeredAbilities, bool TriggerOnce);
static class UAbilityTask_WaitAbilityActivate* WaitForAbilityActivate_Query(class UGameplayAbility* OwningAbility, const struct FGameplayTagQuery& Query, bool IncludeTriggeredAbilities, bool TriggerOnce);
static class UAbilityTask_WaitAbilityActivate* WaitForAbilityActivateWithTagRequirements(class UGameplayAbility* OwningAbility, const struct FGameplayTagRequirements& TagRequirements, bool IncludeTriggeredAbilities, bool TriggerOnce);
void OnAbilityActivate(class UGameplayAbility* ActivatedAbility);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitAbilityActivate")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitAbilityActivate")
}
static class UAbilityTask_WaitAbilityActivate* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitAbilityActivate>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitAbilityActivate;
// Class GameplayAbilities.AbilityTask_WaitAbilityCommit
// 0x0078 (0x00F8 - 0x0080)
class UAbilityTask_WaitAbilityCommit final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(class UGameplayAbility* ActivatedAbility)> OnCommit; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x68]; // 0x0090(0x0068)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitAbilityCommit* WaitForAbilityCommit(class UGameplayAbility* OwningAbility, const struct FGameplayTag& WithTag, const struct FGameplayTag& WithoutTage, bool TriggerOnce);
static class UAbilityTask_WaitAbilityCommit* WaitForAbilityCommit_Query(class UGameplayAbility* OwningAbility, const struct FGameplayTagQuery& Query, bool TriggerOnce);
void OnAbilityCommit(class UGameplayAbility* ActivatedAbility);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitAbilityCommit")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitAbilityCommit")
}
static class UAbilityTask_WaitAbilityCommit* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitAbilityCommit>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitAbilityCommit;
// Class GameplayAbilities.AbilityTask_WaitAttributeChange
// 0x0078 (0x00F8 - 0x0080)
class UAbilityTask_WaitAttributeChange final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnChange; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x60]; // 0x0090(0x0060)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* ExternalOwner; // 0x00F0(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
public:
static class UAbilityTask_WaitAttributeChange* WaitForAttributeChange(class UGameplayAbility* OwningAbility, const struct FGameplayAttribute& Attribute, const struct FGameplayTag& WithSrcTag, const struct FGameplayTag& WithoutSrcTag, bool TriggerOnce, class AActor* OptionalExternalOwner);
static class UAbilityTask_WaitAttributeChange* WaitForAttributeChangeWithComparison(class UGameplayAbility* OwningAbility, const struct FGameplayAttribute& InAttribute, const struct FGameplayTag& InWithTag, const struct FGameplayTag& InWithoutTag, EWaitAttributeChangeComparison InComparisonType, float InComparisonValue, bool TriggerOnce, class AActor* OptionalExternalOwner);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitAttributeChange")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitAttributeChange")
}
static class UAbilityTask_WaitAttributeChange* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitAttributeChange>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitAttributeChange;
// Class GameplayAbilities.AbilityTask_WaitAttributeChangeRatioThreshold
// 0x00C0 (0x0140 - 0x0080)
class UAbilityTask_WaitAttributeChangeRatioThreshold final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(bool bMatchesComparison, float CurrentRatio)> OnChange; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0xA8]; // 0x0090(0x00A8)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* ExternalOwner; // 0x0138(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
public:
static class UAbilityTask_WaitAttributeChangeRatioThreshold* WaitForAttributeChangeRatioThreshold(class UGameplayAbility* OwningAbility, const struct FGameplayAttribute& AttributeNumerator, const struct FGameplayAttribute& AttributeDenominator, EWaitAttributeChangeComparison ComparisonType, float ComparisonValue, bool bTriggerOnce, class AActor* OptionalExternalOwner);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitAttributeChangeRatioThreshold")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitAttributeChangeRatioThreshold")
}
static class UAbilityTask_WaitAttributeChangeRatioThreshold* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitAttributeChangeRatioThreshold>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitAttributeChangeRatioThreshold;
// Class GameplayAbilities.AbilityTask_WaitAttributeChangeThreshold
// 0x0070 (0x00F0 - 0x0080)
class UAbilityTask_WaitAttributeChangeThreshold final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(bool bMatchesComparison, float CurrentValue)> OnChange; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x58]; // 0x0090(0x0058)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* ExternalOwner; // 0x00E8(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
public:
static class UAbilityTask_WaitAttributeChangeThreshold* WaitForAttributeChangeThreshold(class UGameplayAbility* OwningAbility, const struct FGameplayAttribute& Attribute, EWaitAttributeChangeComparison ComparisonType, float ComparisonValue, bool bTriggerOnce, class AActor* OptionalExternalOwner);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitAttributeChangeThreshold")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitAttributeChangeThreshold")
}
static class UAbilityTask_WaitAttributeChangeThreshold* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitAttributeChangeThreshold>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitAttributeChangeThreshold;
// Class GameplayAbilities.AbilityTask_WaitCancel
// 0x0018 (0x0098 - 0x0080)
class UAbilityTask_WaitCancel final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnCancel; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x8]; // 0x0090(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitCancel* WaitCancel(class UGameplayAbility* OwningAbility);
void OnCancelCallback();
void OnLocalCancelCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitCancel")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitCancel")
}
static class UAbilityTask_WaitCancel* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitCancel>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitCancel;
// Class GameplayAbilities.AbilityTask_WaitConfirm
// 0x0020 (0x00A0 - 0x0080)
class UAbilityTask_WaitConfirm final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnConfirm; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x10]; // 0x0090(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitConfirm* WaitConfirm(class UGameplayAbility* OwningAbility);
void OnConfirmCallback(class UGameplayAbility* InAbility);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitConfirm")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitConfirm")
}
static class UAbilityTask_WaitConfirm* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitConfirm>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitConfirm;
// Class GameplayAbilities.AbilityTask_WaitConfirmCancel
// 0x0028 (0x00A8 - 0x0080)
class UAbilityTask_WaitConfirmCancel final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnConfirm; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnCancel; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x8]; // 0x00A0(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitConfirmCancel* WaitConfirmCancel(class UGameplayAbility* OwningAbility);
void OnCancelCallback();
void OnConfirmCallback();
void OnLocalCancelCallback();
void OnLocalConfirmCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitConfirmCancel")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitConfirmCancel")
}
static class UAbilityTask_WaitConfirmCancel* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitConfirmCancel>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitConfirmCancel;
// Class GameplayAbilities.AbilityTask_WaitDelay
// 0x0018 (0x0098 - 0x0080)
class UAbilityTask_WaitDelay final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnFinish; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x8]; // 0x0090(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitDelay* WaitDelay(class UGameplayAbility* OwningAbility, float Time);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitDelay")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitDelay")
}
static class UAbilityTask_WaitDelay* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitDelay>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitDelay;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectApplied
// 0x0138 (0x01B8 - 0x0080)
class UAbilityTask_WaitGameplayEffectApplied : public UAbilityTask
{
public:
uint8 Pad_80[0x128]; // 0x0080(0x0128)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* ExternalOwner; // 0x01A8(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_1B0[0x8]; // 0x01B0(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void OnApplyGameplayEffectCallback(class UAbilitySystemComponent* Target, const struct FGameplayEffectSpec& SpecApplied, const struct FActiveGameplayEffectHandle& ActiveHandle);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectApplied")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectApplied")
}
static class UAbilityTask_WaitGameplayEffectApplied* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectApplied>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectApplied;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectApplied_Self
// 0x0020 (0x01D8 - 0x01B8)
class UAbilityTask_WaitGameplayEffectApplied_Self final : public UAbilityTask_WaitGameplayEffectApplied
{
public:
TMulticastInlineDelegate<void(class AActor* Source, const struct FGameplayEffectSpecHandle& SpecHandle, const struct FActiveGameplayEffectHandle& ActiveHandle)> OnApplied; // 0x01B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_1C8[0x10]; // 0x01C8(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEffectApplied_Self* WaitGameplayEffectAppliedToSelf(class UGameplayAbility* OwningAbility, const struct FGameplayTargetDataFilterHandle& SourceFilter, const struct FGameplayTagRequirements& SourceTagRequirements, const struct FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, class AActor* OptionalExternalOwner, bool ListenForPeriodicEffect);
static class UAbilityTask_WaitGameplayEffectApplied_Self* WaitGameplayEffectAppliedToSelf_Query(class UGameplayAbility* OwningAbility, const struct FGameplayTargetDataFilterHandle& SourceFilter, const struct FGameplayTagQuery& SourceTagQuery, const struct FGameplayTagQuery& TargetTagQuery, bool TriggerOnce, class AActor* OptionalExternalOwner, bool ListenForPeriodicEffect);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectApplied_Self")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectApplied_Self")
}
static class UAbilityTask_WaitGameplayEffectApplied_Self* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectApplied_Self>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectApplied_Self;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectApplied_Target
// 0x0020 (0x01D8 - 0x01B8)
class UAbilityTask_WaitGameplayEffectApplied_Target final : public UAbilityTask_WaitGameplayEffectApplied
{
public:
TMulticastInlineDelegate<void(class AActor* Target, const struct FGameplayEffectSpecHandle& SpecHandle, const struct FActiveGameplayEffectHandle& ActiveHandle)> OnApplied; // 0x01B8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_1C8[0x10]; // 0x01C8(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEffectApplied_Target* WaitGameplayEffectAppliedToTarget(class UGameplayAbility* OwningAbility, const struct FGameplayTargetDataFilterHandle& TargetFilter, const struct FGameplayTagRequirements& SourceTagRequirements, const struct FGameplayTagRequirements& TargetTagRequirements, bool TriggerOnce, class AActor* OptionalExternalOwner, bool ListenForPeriodicEffects);
static class UAbilityTask_WaitGameplayEffectApplied_Target* WaitGameplayEffectAppliedToTarget_Query(class UGameplayAbility* OwningAbility, const struct FGameplayTargetDataFilterHandle& SourceFilter, const struct FGameplayTagQuery& SourceTagQuery, const struct FGameplayTagQuery& TargetTagQuery, bool TriggerOnce, class AActor* OptionalExternalOwner, bool ListenForPeriodicEffect);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectApplied_Target")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectApplied_Target")
}
static class UAbilityTask_WaitGameplayEffectApplied_Target* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectApplied_Target>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectApplied_Target;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectBlockedImmunity
// 0x00A8 (0x0128 - 0x0080)
class UAbilityTask_WaitGameplayEffectBlockedImmunity final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FGameplayEffectSpecHandle& BlockedSpec, const struct FActiveGameplayEffectHandle& ImmunityGameplayEffectHandle)> bLocked; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x88]; // 0x0090(0x0088)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* ExternalOwner; // 0x0118(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_120[0x8]; // 0x0120(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEffectBlockedImmunity* WaitGameplayEffectBlockedByImmunity(class UGameplayAbility* OwningAbility, const struct FGameplayTagRequirements& SourceTagRequirements, const struct FGameplayTagRequirements& TargetTagRequirements, class AActor* OptionalExternalTarget, bool OnlyTriggerOnce);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectBlockedImmunity")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectBlockedImmunity")
}
static class UAbilityTask_WaitGameplayEffectBlockedImmunity* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectBlockedImmunity>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectBlockedImmunity;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectRemoved
// 0x0040 (0x00C0 - 0x0080)
class UAbilityTask_WaitGameplayEffectRemoved final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FGameplayEffectRemovalInfo& GameplayEffectRemovalInfo)> OnRemoved; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void(const struct FGameplayEffectRemovalInfo& GameplayEffectRemovalInfo)> InvalidHandle; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x20]; // 0x00A0(0x0020)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEffectRemoved* WaitForGameplayEffectRemoved(class UGameplayAbility* OwningAbility, const struct FActiveGameplayEffectHandle& Handle);
void OnGameplayEffectRemoved(const struct FGameplayEffectRemovalInfo& InGameplayEffectRemovalInfo);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectRemoved")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectRemoved")
}
static class UAbilityTask_WaitGameplayEffectRemoved* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectRemoved>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectRemoved;
// Class GameplayAbilities.AbilityTask_WaitGameplayEffectStackChange
// 0x0038 (0x00B8 - 0x0080)
class UAbilityTask_WaitGameplayEffectStackChange final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FActiveGameplayEffectHandle& Handle, int32 NewCount, int32 OldCount)> OnChange; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void(const struct FActiveGameplayEffectHandle& Handle, int32 NewCount, int32 OldCount)> InvalidHandle; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_A0[0x18]; // 0x00A0(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitGameplayEffectStackChange* WaitForGameplayEffectStackChange(class UGameplayAbility* OwningAbility, const struct FActiveGameplayEffectHandle& Handle);
void OnGameplayEffectStackChange(const struct FActiveGameplayEffectHandle& Handle, int32 NewCount, int32 OldCount);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayEffectStackChange")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayEffectStackChange")
}
static class UAbilityTask_WaitGameplayEffectStackChange* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayEffectStackChange>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayEffectStackChange;
// Class GameplayAbilities.AbilityTask_WaitGameplayTagAdded
// 0x0010 (0x00B8 - 0x00A8)
class UAbilityTask_WaitGameplayTagAdded final : public UAbilityTask_WaitGameplayTag
{
public:
TMulticastInlineDelegate<void()> Added; // 0x00A8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
public:
static class UAbilityTask_WaitGameplayTagAdded* WaitGameplayTagAdd(class UGameplayAbility* OwningAbility, const struct FGameplayTag& Tag, class AActor* InOptionalExternalTarget, bool OnlyTriggerOnce);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayTagAdded")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayTagAdded")
}
static class UAbilityTask_WaitGameplayTagAdded* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayTagAdded>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayTagAdded;
// Class GameplayAbilities.AbilityTask_WaitGameplayTagRemoved
// 0x0010 (0x00B8 - 0x00A8)
class UAbilityTask_WaitGameplayTagRemoved final : public UAbilityTask_WaitGameplayTag
{
public:
TMulticastInlineDelegate<void()> Removed; // 0x00A8(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
public:
static class UAbilityTask_WaitGameplayTagRemoved* WaitGameplayTagRemove(class UGameplayAbility* OwningAbility, const struct FGameplayTag& Tag, class AActor* InOptionalExternalTarget, bool OnlyTriggerOnce);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitGameplayTagRemoved")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitGameplayTagRemoved")
}
static class UAbilityTask_WaitGameplayTagRemoved* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitGameplayTagRemoved>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitGameplayTagRemoved;
// Class GameplayAbilities.AbilityTask_WaitInputPress
// 0x0020 (0x00A0 - 0x0080)
class UAbilityTask_WaitInputPress final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(float TimeWaited)> OnPress; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x10]; // 0x0090(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitInputPress* WaitInputPress(class UGameplayAbility* OwningAbility, bool bTestAlreadyPressed);
void OnPressCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitInputPress")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitInputPress")
}
static class UAbilityTask_WaitInputPress* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitInputPress>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitInputPress;
// Class GameplayAbilities.AbilityTask_WaitInputRelease
// 0x0020 (0x00A0 - 0x0080)
class UAbilityTask_WaitInputRelease final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(float TimeHeld)> OnRelease; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x10]; // 0x0090(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitInputRelease* WaitInputRelease(class UGameplayAbility* OwningAbility, bool bTestAlreadyReleased);
void OnReleaseCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitInputRelease")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitInputRelease")
}
static class UAbilityTask_WaitInputRelease* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitInputRelease>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitInputRelease;
// Class GameplayAbilities.AbilityTask_WaitMovementModeChange
// 0x0020 (0x00A0 - 0x0080)
class UAbilityTask_WaitMovementModeChange final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(EMovementMode NewMovementMode)> OnChange; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
uint8 Pad_90[0x10]; // 0x0090(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitMovementModeChange* CreateWaitMovementModeChange(class UGameplayAbility* OwningAbility, EMovementMode NewMode);
void OnMovementModeChange(class ACharacter* Character, EMovementMode PrevMovementMode, uint8 PreviousCustomMode);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitMovementModeChange")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitMovementModeChange")
}
static class UAbilityTask_WaitMovementModeChange* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitMovementModeChange>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitMovementModeChange;
// Class GameplayAbilities.AbilityTask_WaitOverlap
// 0x0010 (0x0090 - 0x0080)
class UAbilityTask_WaitOverlap final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FGameplayAbilityTargetDataHandle& TargetData)> OnOverlap; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
public:
static class UAbilityTask_WaitOverlap* WaitForOverlap(class UGameplayAbility* OwningAbility);
void OnHitCallback(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitOverlap")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitOverlap")
}
static class UAbilityTask_WaitOverlap* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitOverlap>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitOverlap;
// Class GameplayAbilities.AbilityTask_WaitTargetData
// 0x0040 (0x00C0 - 0x0080)
class UAbilityTask_WaitTargetData final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void(const struct FGameplayAbilityTargetDataHandle& Data)> ValidData; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void(const struct FGameplayAbilityTargetDataHandle& Data)> Cancelled; // 0x0090(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
TSubclassOf<class AGameplayAbilityTargetActor> TargetClass; // 0x00A0(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class AGameplayAbilityTargetActor* TargetActor; // 0x00A8(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_B0[0x10]; // 0x00B0(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitTargetData* WaitTargetData(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, EGameplayTargetingConfirmation ConfirmationType, TSubclassOf<class AGameplayAbilityTargetActor> Class_0);
static class UAbilityTask_WaitTargetData* WaitTargetDataUsingActor(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, EGameplayTargetingConfirmation ConfirmationType, class AGameplayAbilityTargetActor* TargetActor_0);
bool BeginSpawningActor(class UGameplayAbility* OwningAbility, TSubclassOf<class AGameplayAbilityTargetActor> Class_0, class AGameplayAbilityTargetActor** SpawnedActor);
void FinishSpawningActor(class UGameplayAbility* OwningAbility, class AGameplayAbilityTargetActor* SpawnedActor);
void OnTargetDataCancelledCallback(const struct FGameplayAbilityTargetDataHandle& Data);
void OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& Data);
void OnTargetDataReplicatedCallback(const struct FGameplayAbilityTargetDataHandle& Data, const struct FGameplayTag& ActivationTag);
void OnTargetDataReplicatedCancelledCallback();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitTargetData")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitTargetData")
}
static class UAbilityTask_WaitTargetData* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitTargetData>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitTargetData;
// Class GameplayAbilities.AbilityTask_WaitVelocityChange
// 0x0028 (0x00A8 - 0x0080)
class UAbilityTask_WaitVelocityChange final : public UAbilityTask
{
public:
TMulticastInlineDelegate<void()> OnVelocityChage; // 0x0080(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
class UMovementComponent* CachedMovementComponent; // 0x0090(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_98[0x10]; // 0x0098(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UAbilityTask_WaitVelocityChange* CreateWaitVelocityChange(class UGameplayAbility* OwningAbility, const struct FVector& Direction, float MinimumMagnitude);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("AbilityTask_WaitVelocityChange")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbilityTask_WaitVelocityChange")
}
static class UAbilityTask_WaitVelocityChange* GetDefaultObj()
{
return GetDefaultObjImpl<UAbilityTask_WaitVelocityChange>();
}
};
DUMPER7_ASSERTS_UAbilityTask_WaitVelocityChange;
// Class GameplayAbilities.GameplayAbility_Montage
// 0x0038 (0x03F0 - 0x03B8)
class UGameplayAbility_Montage final : public UGameplayAbility
{
public:
class UAnimMontage* MontageToPlay; // 0x03B8(0x0008)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float PlayRate; // 0x03C0(0x0004)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName SectionName; // 0x03C4(0x0008)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_3CC[0x4]; // 0x03CC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<TSubclassOf<class UGameplayEffect>> GameplayEffectClassesWhileAnimating; // 0x03D0(0x0010)(Edit, ZeroConstructor, DisableEditOnInstance, UObjectWrapper, NativeAccessSpecifierPublic)
TArray<class UGameplayEffect*> GameplayEffectsWhileAnimating; // 0x03E0(0x0010)(Edit, ZeroConstructor, DisableEditOnInstance, EditConst, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbility_Montage")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbility_Montage")
}
static class UGameplayAbility_Montage* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayAbility_Montage>();
}
};
DUMPER7_ASSERTS_UGameplayAbility_Montage;
// Class GameplayAbilities.GameplayAbilityBlueprint
// 0x0000 (0x00A0 - 0x00A0)
class UGameplayAbilityBlueprint final : public UBlueprint
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityBlueprint")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityBlueprint")
}
static class UGameplayAbilityBlueprint* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayAbilityBlueprint>();
}
};
DUMPER7_ASSERTS_UGameplayAbilityBlueprint;
// Class GameplayAbilities.GameplayAbilitySet
// 0x0010 (0x0040 - 0x0030)
class UGameplayAbilitySet final : public UDataAsset
{
public:
TArray<struct FGameplayAbilityBindInfo> Abilities; // 0x0030(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilitySet")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilitySet")
}
static class UGameplayAbilitySet* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayAbilitySet>();
}
};
DUMPER7_ASSERTS_UGameplayAbilitySet;
// Class GameplayAbilities.GameplayAbilityTargetActor
// 0x0120 (0x0340 - 0x0220)
#pragma pack(push, 0x1)
class alignas(0x10) AGameplayAbilityTargetActor : public AActor
{
public:
bool ShouldProduceTargetDataOnServer; // 0x0220(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_221[0xF]; // 0x0221(0x000F)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayAbilityTargetingLocationInfo StartLocation; // 0x0230(0x0070)(BlueprintVisible, BlueprintReadOnly, Net, ContainsInstancedReference, ExposeOnSpawn, NativeAccessSpecifierPublic)
uint8 Pad_2A0[0x30]; // 0x02A0(0x0030)(Fixing Size After Last Property [ Dumper-7 ])
class APlayerController* MasterPC; // 0x02D0(0x0008)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayAbility* OwningAbility; // 0x02D8(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bDestroyOnConfirmation; // 0x02E0(0x0001)(BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2E1[0x7]; // 0x02E1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class AActor* SourceActor; // 0x02E8(0x0008)(BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FWorldReticleParameters ReticleParams; // 0x02F0(0x000C)(BlueprintVisible, NoDestructor, ExposeOnSpawn, NativeAccessSpecifierPublic)
uint8 Pad_2FC[0x4]; // 0x02FC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TSubclassOf<class AGameplayAbilityWorldReticle> ReticleClass; // 0x0300(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTargetDataFilterHandle Filter; // 0x0308(0x0010)(BlueprintVisible, Net, ExposeOnSpawn, NativeAccessSpecifierPublic)
bool bDebug; // 0x0318(0x0001)(Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_319[0x17]; // 0x0319(0x0017)(Fixing Size After Last Property [ Dumper-7 ])
class UAbilitySystemComponent* GenericDelegateBoundASC; // 0x0330(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
public:
void CancelTargeting();
void ConfirmTargeting();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor")
}
static class AGameplayAbilityTargetActor* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor>();
}
};
#pragma pack(pop)
DUMPER7_ASSERTS_AGameplayAbilityTargetActor;
// Class GameplayAbilities.GameplayAbilityTargetActor_Trace
// 0x0010 (0x0350 - 0x0340)
class AGameplayAbilityTargetActor_Trace : public AGameplayAbilityTargetActor
{
public:
float MaxRange; // 0x0338(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FCollisionProfileName TraceProfile; // 0x033C(0x0008)(Edit, BlueprintVisible, Config, NoDestructor, ExposeOnSpawn, NativeAccessSpecifierPublic)
bool bTraceAffectsAimPitch; // 0x0344(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_345[0xB]; // 0x0345(0x000B)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor_Trace")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor_Trace")
}
static class AGameplayAbilityTargetActor_Trace* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor_Trace>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityTargetActor_Trace;
// Class GameplayAbilities.GameplayAbilityTargetActor_GroundTrace
// 0x0020 (0x0370 - 0x0350)
class AGameplayAbilityTargetActor_GroundTrace : public AGameplayAbilityTargetActor_Trace
{
public:
float CollisionRadius; // 0x0350(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CollisionHeight; // 0x0354(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_358[0x18]; // 0x0358(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor_GroundTrace")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor_GroundTrace")
}
static class AGameplayAbilityTargetActor_GroundTrace* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor_GroundTrace>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityTargetActor_GroundTrace;
// Class GameplayAbilities.GameplayAbilityTargetActor_ActorPlacement
// 0x0020 (0x0390 - 0x0370)
class AGameplayAbilityTargetActor_ActorPlacement final : public AGameplayAbilityTargetActor_GroundTrace
{
public:
class UClass* PlacedActorClass; // 0x0370(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInterface* PlacedActorMaterial; // 0x0378(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_380[0x10]; // 0x0380(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor_ActorPlacement")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor_ActorPlacement")
}
static class AGameplayAbilityTargetActor_ActorPlacement* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor_ActorPlacement>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityTargetActor_ActorPlacement;
// Class GameplayAbilities.GameplayAbilityTargetActor_Radius
// 0x0000 (0x0340 - 0x0340)
class AGameplayAbilityTargetActor_Radius final : public AGameplayAbilityTargetActor
{
public:
float Radius; // 0x0338(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_33C[0x4]; // 0x033C(0x0004)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor_Radius")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor_Radius")
}
static class AGameplayAbilityTargetActor_Radius* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor_Radius>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityTargetActor_Radius;
// Class GameplayAbilities.GameplayAbilityTargetActor_SingleLineTrace
// 0x0000 (0x0350 - 0x0350)
class AGameplayAbilityTargetActor_SingleLineTrace final : public AGameplayAbilityTargetActor_Trace
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityTargetActor_SingleLineTrace")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityTargetActor_SingleLineTrace")
}
static class AGameplayAbilityTargetActor_SingleLineTrace* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityTargetActor_SingleLineTrace>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityTargetActor_SingleLineTrace;
// Class GameplayAbilities.GameplayAbilityWorldReticle_ActorVisualization
// 0x0018 (0x0258 - 0x0240)
class AGameplayAbilityWorldReticle_ActorVisualization final : public AGameplayAbilityWorldReticle
{
public:
class UCapsuleComponent* CollisionComponent; // 0x0240(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
TArray<class UActorComponent*> VisualizationComponents; // 0x0248(0x0010)(ExportObject, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayAbilityWorldReticle_ActorVisualization")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayAbilityWorldReticle_ActorVisualization")
}
static class AGameplayAbilityWorldReticle_ActorVisualization* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayAbilityWorldReticle_ActorVisualization>();
}
};
DUMPER7_ASSERTS_AGameplayAbilityWorldReticle_ActorVisualization;
// Class GameplayAbilities.GameplayCueInterface
// 0x0000 (0x0000 - 0x0000)
class IGameplayCueInterface final
{
public:
void BlueprintCustomHandler(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters);
void ForwardGameplayCueToParent();
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueInterface")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueInterface")
}
static class IGameplayCueInterface* GetDefaultObj()
{
return GetDefaultObjImpl<IGameplayCueInterface>();
}
class UObject* AsUObject()
{
return reinterpret_cast<UObject*>(this);
}
const class UObject* AsUObject() const
{
return reinterpret_cast<const UObject*>(this);
}
};
DUMPER7_ASSERTS_IGameplayCueInterface;
// Class GameplayAbilities.GameplayCueManager
// 0x02E0 (0x0310 - 0x0030)
class UGameplayCueManager final : public UDataAsset
{
public:
uint8 Pad_30[0x18]; // 0x0030(0x0018)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayCueObjectLibrary RuntimeGameplayCueObjectLibrary; // 0x0048(0x0050)(Transient, Protected, NativeAccessSpecifierProtected)
struct FGameplayCueObjectLibrary EditorGameplayCueObjectLibrary; // 0x0098(0x0050)(Transient, Protected, NativeAccessSpecifierProtected)
uint8 Pad_E8[0x1C8]; // 0x00E8(0x01C8)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UClass*> LoadedGameplayCueNotifyClasses; // 0x02B0(0x0010)(ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected)
TArray<TSubclassOf<class AGameplayCueNotify_Actor>> GameplayCueClassesForPreallocation; // 0x02C0(0x0010)(ZeroConstructor, Transient, Protected, UObjectWrapper, NativeAccessSpecifierProtected)
TArray<struct FGameplayCuePendingExecute> PendingExecuteCues; // 0x02D0(0x0010)(ZeroConstructor, Transient, ContainsInstancedReference, Protected, NativeAccessSpecifierProtected)
int32 GameplayCueSendContextCount; // 0x02E0(0x0004)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_2E4[0x4]; // 0x02E4(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FPreallocationInfo> PreallocationInfoList_Internal; // 0x02E8(0x0010)(ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected)
uint8 Pad_2F8[0x18]; // 0x02F8(0x0018)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueManager")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueManager")
}
static class UGameplayCueManager* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueManager>();
}
};
DUMPER7_ASSERTS_UGameplayCueManager;
// Class GameplayAbilities.GameplayCueNotify_Actor
// 0x0060 (0x0280 - 0x0220)
class AGameplayCueNotify_Actor final : public AActor
{
public:
bool bAutoDestroyOnRemove; // 0x0220(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_221[0x3]; // 0x0221(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
float AutoDestroyDelay; // 0x0224(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool WarnIfTimelineIsStillRunning; // 0x0228(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool WarnIfLatentActionIsStillRunning; // 0x0229(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_22A[0x2]; // 0x022A(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayTag GameplayCueTag; // 0x022C(0x0008)(Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName GameplayCueName; // 0x0234(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, AssetRegistrySearchable, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bAutoAttachToOwner; // 0x023C(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool IsOverride; // 0x023D(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bUniqueInstancePerInstigator; // 0x023E(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bUniqueInstancePerSourceObject; // 0x023F(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bAllowMultipleOnActiveEvents; // 0x0240(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bAllowMultipleWhileActiveEvents; // 0x0241(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_242[0x2]; // 0x0242(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
int32 NumPreallocatedInstances; // 0x0244(0x0004)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_248[0x38]; // 0x0248(0x0038)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void K2_EndGameplayCue();
void K2_HandleGameplayCue(class AActor* MyTarget, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters);
bool OnActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters);
bool OnExecute(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters);
void OnOwnerDestroyed(class AActor* DestroyedActor);
bool OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters);
bool WhileActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueNotify_Actor")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueNotify_Actor")
}
static class AGameplayCueNotify_Actor* GetDefaultObj()
{
return GetDefaultObjImpl<AGameplayCueNotify_Actor>();
}
};
DUMPER7_ASSERTS_AGameplayCueNotify_Actor;
// Class GameplayAbilities.GameplayCueNotify_Static
// 0x0018 (0x0040 - 0x0028)
class UGameplayCueNotify_Static : public UObject
{
public:
struct FGameplayTag GameplayCueTag; // 0x0028(0x0008)(Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName GameplayCueName; // 0x0030(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, AssetRegistrySearchable, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool IsOverride; // 0x0038(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_39[0x7]; // 0x0039(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void K2_HandleGameplayCue(class AActor* MyTarget, EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters) const;
bool OnActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters) const;
bool OnExecute(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters) const;
bool OnRemove(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters) const;
bool WhileActive(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueNotify_Static")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueNotify_Static")
}
static class UGameplayCueNotify_Static* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueNotify_Static>();
}
};
DUMPER7_ASSERTS_UGameplayCueNotify_Static;
// Class GameplayAbilities.GameplayCueNotify_HitImpact
// 0x0010 (0x0050 - 0x0040)
class UGameplayCueNotify_HitImpact final : public UGameplayCueNotify_Static
{
public:
class USoundBase* Sound; // 0x0040(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UParticleSystem* ParticleSystem; // 0x0048(0x0008)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueNotify_HitImpact")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueNotify_HitImpact")
}
static class UGameplayCueNotify_HitImpact* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueNotify_HitImpact>();
}
};
DUMPER7_ASSERTS_UGameplayCueNotify_HitImpact;
// Class GameplayAbilities.GameplayCueSet
// 0x0060 (0x0090 - 0x0030)
class UGameplayCueSet final : public UDataAsset
{
public:
TArray<struct FGameplayCueNotifyData> GameplayCueData; // 0x0030(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
uint8 Pad_40[0x50]; // 0x0040(0x0050)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueSet")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueSet")
}
static class UGameplayCueSet* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueSet>();
}
};
DUMPER7_ASSERTS_UGameplayCueSet;
// Class GameplayAbilities.GameplayCueTranslator
// 0x0000 (0x0028 - 0x0028)
class UGameplayCueTranslator : public UObject
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueTranslator")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueTranslator")
}
static class UGameplayCueTranslator* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueTranslator>();
}
};
DUMPER7_ASSERTS_UGameplayCueTranslator;
// Class GameplayAbilities.GameplayCueTranslator_Test
// 0x0000 (0x0028 - 0x0028)
class UGameplayCueTranslator_Test final : public UGameplayCueTranslator
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayCueTranslator_Test")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayCueTranslator_Test")
}
static class UGameplayCueTranslator_Test* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayCueTranslator_Test>();
}
};
DUMPER7_ASSERTS_UGameplayCueTranslator_Test;
// Class GameplayAbilities.GameplayEffect
// 0x07D8 (0x0800 - 0x0028)
class UGameplayEffect : public UObject
{
public:
uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
EGameplayEffectDurationType DurationPolicy; // 0x0030(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_31[0x7]; // 0x0031(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayEffectModifierMagnitude DurationMagnitude; // 0x0038(0x01E0)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FScalableFloat Period; // 0x0218(0x0028)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
bool bExecutePeriodicEffectOnApplication; // 0x0240(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameplayEffectPeriodInhibitionRemovedPolicy PeriodicInhibitionPolicy; // 0x0241(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_242[0x6]; // 0x0242(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FGameplayModifierInfo> Modifiers; // 0x0248(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NativeAccessSpecifierPublic)
TArray<struct FGameplayEffectExecutionDefinition> Executions; // 0x0258(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FScalableFloat ChanceToApplyToTarget; // 0x0268(0x0028)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic)
TArray<TSubclassOf<class UGameplayEffectCustomApplicationRequirement>> ApplicationRequirements; // 0x0290(0x0010)(Edit, ZeroConstructor, DisableEditOnInstance, UObjectWrapper, NativeAccessSpecifierPublic)
TArray<TSubclassOf<class UGameplayEffect>> TargetEffectClasses; // 0x02A0(0x0010)(ZeroConstructor, Deprecated, UObjectWrapper, NativeAccessSpecifierPublic)
TArray<struct FConditionalGameplayEffect> ConditionalGameplayEffects; // 0x02B0(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NativeAccessSpecifierPublic)
TArray<TSubclassOf<class UGameplayEffect>> OverflowEffects; // 0x02C0(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, UObjectWrapper, NativeAccessSpecifierPublic)
bool bDenyOverflowApplication; // 0x02D0(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bClearStackOnOverflow; // 0x02D1(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2D2[0x6]; // 0x02D2(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<TSubclassOf<class UGameplayEffect>> PrematureExpirationEffectClasses; // 0x02D8(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, UObjectWrapper, NativeAccessSpecifierPublic)
TArray<TSubclassOf<class UGameplayEffect>> RoutineExpirationEffectClasses; // 0x02E8(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, UObjectWrapper, NativeAccessSpecifierPublic)
bool bRequireModifierSuccessToTriggerCues; // 0x02F8(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bSuppressStackingCues; // 0x02F9(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2FA[0x6]; // 0x02FA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FGameplayEffectCue> GameplayCues; // 0x0300(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NativeAccessSpecifierPublic)
class UGameplayEffectUIData* UIData; // 0x0310(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, InstancedReference, IsPlainOldData, NoDestructor, PersistentInstance, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FInheritedTagContainer InheritableGameplayEffectTags; // 0x0318(0x0060)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FInheritedTagContainer InheritableOwnedTagsContainer; // 0x0378(0x0060)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FGameplayTagRequirements OngoingTagRequirements; // 0x03D8(0x0040)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FGameplayTagRequirements ApplicationTagRequirements; // 0x0418(0x0040)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FGameplayTagRequirements RemovalTagRequirements; // 0x0458(0x0040)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FInheritedTagContainer RemoveGameplayEffectsWithTags; // 0x0498(0x0060)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FGameplayTagRequirements GrantedApplicationImmunityTags; // 0x04F8(0x0040)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
struct FGameplayEffectQuery GrantedApplicationImmunityQuery; // 0x0538(0x0150)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, ContainsInstancedReference, NativeAccessSpecifierPublic)
uint8 Pad_688[0x8]; // 0x0688(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
struct FGameplayEffectQuery RemoveGameplayEffectQuery; // 0x0690(0x0150)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, ContainsInstancedReference, NativeAccessSpecifierPublic)
uint8 Pad_7E0[0x1]; // 0x07E0(0x0001)(Fixing Size After Last Property [ Dumper-7 ])
EGameplayEffectStackingType StackingType; // 0x07E1(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_7E2[0x2]; // 0x07E2(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
int32 StackLimitCount; // 0x07E4(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameplayEffectStackingDurationPolicy StackDurationRefreshPolicy; // 0x07E8(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameplayEffectStackingPeriodPolicy StackPeriodResetPolicy; // 0x07E9(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EGameplayEffectStackingExpirationPolicy StackExpirationPolicy; // 0x07EA(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_7EB[0x5]; // 0x07EB(0x0005)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FGameplayAbilitySpecDef> GrantedAbilities; // 0x07F0(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffect")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffect")
}
static class UGameplayEffect* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffect>();
}
};
DUMPER7_ASSERTS_UGameplayEffect;
// Class GameplayAbilities.GameplayEffectCalculation
// 0x0010 (0x0038 - 0x0028)
class UGameplayEffectCalculation : public UObject
{
public:
TArray<struct FGameplayEffectAttributeCaptureDefinition> RelevantAttributesToCapture; // 0x0028(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, Protected, NativeAccessSpecifierProtected)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffectCalculation")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffectCalculation")
}
static class UGameplayEffectCalculation* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffectCalculation>();
}
};
DUMPER7_ASSERTS_UGameplayEffectCalculation;
// Class GameplayAbilities.GameplayEffectCustomApplicationRequirement
// 0x0000 (0x0028 - 0x0028)
class UGameplayEffectCustomApplicationRequirement final : public UObject
{
public:
bool CanApplyGameplayEffect(const class UGameplayEffect* GameplayEffect, const struct FGameplayEffectSpec& Spec, class UAbilitySystemComponent* ASC) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffectCustomApplicationRequirement")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffectCustomApplicationRequirement")
}
static class UGameplayEffectCustomApplicationRequirement* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffectCustomApplicationRequirement>();
}
};
DUMPER7_ASSERTS_UGameplayEffectCustomApplicationRequirement;
// Class GameplayAbilities.GameplayEffectExecutionCalculation
// 0x0008 (0x0040 - 0x0038)
class UGameplayEffectExecutionCalculation final : public UGameplayEffectCalculation
{
public:
bool bRequiresPassedInTags; // 0x0038(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_39[0x7]; // 0x0039(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void Execute(const struct FGameplayEffectCustomExecutionParameters& ExecutionParams, struct FGameplayEffectCustomExecutionOutput* OutExecutionOutput) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffectExecutionCalculation")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffectExecutionCalculation")
}
static class UGameplayEffectExecutionCalculation* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffectExecutionCalculation>();
}
};
DUMPER7_ASSERTS_UGameplayEffectExecutionCalculation;
// Class GameplayAbilities.GameplayEffectUIData
// 0x0000 (0x0028 - 0x0028)
class UGameplayEffectUIData : public UObject
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffectUIData")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffectUIData")
}
static class UGameplayEffectUIData* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffectUIData>();
}
};
DUMPER7_ASSERTS_UGameplayEffectUIData;
// Class GameplayAbilities.GameplayEffectUIData_TextOnly
// 0x0018 (0x0040 - 0x0028)
class UGameplayEffectUIData_TextOnly final : public UGameplayEffectUIData
{
public:
class FText Description; // 0x0028(0x0018)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NativeAccessSpecifierPublic)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayEffectUIData_TextOnly")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayEffectUIData_TextOnly")
}
static class UGameplayEffectUIData_TextOnly* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayEffectUIData_TextOnly>();
}
};
DUMPER7_ASSERTS_UGameplayEffectUIData_TextOnly;
// Class GameplayAbilities.GameplayModMagnitudeCalculation
// 0x0008 (0x0040 - 0x0038)
class UGameplayModMagnitudeCalculation final : public UGameplayEffectCalculation
{
public:
bool bAllowNonNetAuthorityDependencyRegistration; // 0x0038(0x0001)(Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
uint8 Pad_39[0x7]; // 0x0039(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
float CalculateBaseMagnitude(const struct FGameplayEffectSpec& Spec) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayModMagnitudeCalculation")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayModMagnitudeCalculation")
}
static class UGameplayModMagnitudeCalculation* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayModMagnitudeCalculation>();
}
};
DUMPER7_ASSERTS_UGameplayModMagnitudeCalculation;
// Class GameplayAbilities.GameplayTagReponseTable
// 0x01B8 (0x01E8 - 0x0030)
class UGameplayTagReponseTable final : public UDataAsset
{
public:
TArray<struct FGameplayTagResponseTableEntry> Entries; // 0x0030(0x0010)(Edit, ZeroConstructor, NativeAccessSpecifierPublic)
uint8 Pad_40[0x1A8]; // 0x0040(0x01A8)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void TagResponseEvent(const struct FGameplayTag& Tag, int32 NewCount, class UAbilitySystemComponent* ASC, int32 idx);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GameplayTagReponseTable")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GameplayTagReponseTable")
}
static class UGameplayTagReponseTable* GetDefaultObj()
{
return GetDefaultObjImpl<UGameplayTagReponseTable>();
}
};
DUMPER7_ASSERTS_UGameplayTagReponseTable;
// Class GameplayAbilities.MovieSceneGameplayCueTriggerSection
// 0x0088 (0x0188 - 0x0100)
class UMovieSceneGameplayCueTriggerSection final : public UMovieSceneHookSection
{
public:
struct FMovieSceneGameplayCueChannel Channel; // 0x0100(0x0088)(AssetRegistrySearchable, NativeAccessSpecifierPrivate)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("MovieSceneGameplayCueTriggerSection")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"MovieSceneGameplayCueTriggerSection")
}
static class UMovieSceneGameplayCueTriggerSection* GetDefaultObj()
{
return GetDefaultObjImpl<UMovieSceneGameplayCueTriggerSection>();
}
};
DUMPER7_ASSERTS_UMovieSceneGameplayCueTriggerSection;
// Class GameplayAbilities.MovieSceneGameplayCueSection
// 0x0078 (0x0178 - 0x0100)
class UMovieSceneGameplayCueSection final : public UMovieSceneHookSection
{
public:
struct FMovieSceneGameplayCueKey Cue; // 0x0100(0x0078)(Edit, NoDestructor, AssetRegistrySearchable, NativeAccessSpecifierPrivate)
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("MovieSceneGameplayCueSection")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"MovieSceneGameplayCueSection")
}
static class UMovieSceneGameplayCueSection* GetDefaultObj()
{
return GetDefaultObjImpl<UMovieSceneGameplayCueSection>();
}
};
DUMPER7_ASSERTS_UMovieSceneGameplayCueSection;
// Class GameplayAbilities.MovieSceneGameplayCueTrack
// 0x0010 (0x00A0 - 0x0090)
class UMovieSceneGameplayCueTrack final : public UMovieSceneNameableTrack
{
public:
TArray<class UMovieSceneSection*> Sections; // 0x0090(0x0010)(ExportObject, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPrivate)
public:
static void SetSequencerTrackHandler(TDelegate<void(class AActor* Target, const struct FGameplayTag& GameplayTag, const struct FGameplayCueParameters& Parameters, EGameplayCueEvent Event)> InGameplayCueTrackHandler);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("MovieSceneGameplayCueTrack")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"MovieSceneGameplayCueTrack")
}
static class UMovieSceneGameplayCueTrack* GetDefaultObj()
{
return GetDefaultObjImpl<UMovieSceneGameplayCueTrack>();
}
};
DUMPER7_ASSERTS_UMovieSceneGameplayCueTrack;
// Class GameplayAbilities.TickableAttributeSetInterface
// 0x0000 (0x0000 - 0x0000)
class ITickableAttributeSetInterface final
{
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("TickableAttributeSetInterface")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"TickableAttributeSetInterface")
}
static class ITickableAttributeSetInterface* GetDefaultObj()
{
return GetDefaultObjImpl<ITickableAttributeSetInterface>();
}
class UObject* AsUObject()
{
return reinterpret_cast<UObject*>(this);
}
const class UObject* AsUObject() const
{
return reinterpret_cast<const UObject*>(this);
}
};
DUMPER7_ASSERTS_ITickableAttributeSetInterface;
}