Files
ReshadePluginsCore/SilentHillF/SDK/NBControlRig_classes.hpp
2025-09-27 20:56:09 +02:00

91 lines
4.6 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: NBControlRig
#include "Basic.hpp"
#include "Engine_classes.hpp"
#include "CoreUObject_structs.hpp"
#include "NBControlRig_structs.hpp"
namespace SDK
{
// Class NBControlRig.ANS_FullBodyIKBase
// 0x0008 (0x0038 - 0x0030)
class UANS_FullBodyIKBase : public UAnimNotifyState
{
public:
float BlendOutTime; // 0x0030(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_34[0x4]; // 0x0034(0x0004)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void OnUpdateFullBodyIKContext(struct FFullBodyIKContext* FullBodyIKCtxU, class USkeletalMeshComponent* MeshComp) const;
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("ANS_FullBodyIKBase")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"ANS_FullBodyIKBase")
}
static class UANS_FullBodyIKBase* GetDefaultObj()
{
return GetDefaultObjImpl<UANS_FullBodyIKBase>();
}
};
DUMPER7_ASSERTS_UANS_FullBodyIKBase;
// Class NBControlRig.IKControllerComponent
// 0x0158 (0x01F8 - 0x00A0)
class UIKControllerComponent : public UActorComponent
{
public:
struct FAimIKContext AimIKContext; // 0x00A0(0x0050)(Edit, BlueprintVisible, NoDestructor, NativeAccessSpecifierPublic)
float AimIKAlpha; // 0x00F0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CurrentAimIKAlpha; // 0x00F4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector AimTargetPosition; // 0x00F8(0x0018)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TMulticastInlineDelegate<void()> OnFullBodyIKAlphaUpdatedDelegate; // 0x0110(0x0010)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
struct FFullBodyIKContext FullBodyIKContext; // 0x0120(0x0018)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
float FullBodyIKAlpha; // 0x0138(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CurrentFullBodyIKAlpha; // 0x013C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float FullBodyInterpSpeed; // 0x0140(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_144[0xC]; // 0x0144(0x000C)(Fixing Size After Last Property [ Dumper-7 ])
float FullBodyIKBlendInTime; // 0x0150(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_154[0xA4]; // 0x0154(0x00A4)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void CalculateCustomAimTargetPosition(const struct FVector& InAimTargetPosition, struct FVector* OutAimTargetPosition, bool* bUpdated);
bool CanApplyFullBodyIK();
void DisableIK(const class UAnimNotifyState* InAnimNotifyState, EIKType IKType, float BlendOutTime);
void EnableIK(const class UAnimNotifyState* InAnimNotifyState, EIKType IKType, const struct FIKContext& IKContext);
void SetUpdateAimTargetPosition(bool bEnable);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("IKControllerComponent")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"IKControllerComponent")
}
static class UIKControllerComponent* GetDefaultObj()
{
return GetDefaultObjImpl<UIKControllerComponent>();
}
};
DUMPER7_ASSERTS_UIKControllerComponent;
}