254 lines
24 KiB
C++
254 lines
24 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: PhysicsControl
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#include "Basic.hpp"
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#include "Engine_structs.hpp"
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#include "Engine_classes.hpp"
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#include "PhysicsControl_structs.hpp"
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#include "CoreUObject_classes.hpp"
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namespace SDK
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{
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// Class PhysicsControl.PhysicsControlComponent
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// 0x0050 (0x02F0 - 0x02A0)
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class UPhysicsControlComponent final : public USceneComponent
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{
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public:
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float TeleportDistanceThreshold; // 0x02A0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float TeleportRotationThreshold; // 0x02A4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bShowDebugVisualization; // 0x02A8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_2A9[0x3]; // 0x02A9(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
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float VisualizationSizeScale; // 0x02AC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bShowDebugControlList; // 0x02B0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_2B1[0x7]; // 0x02B1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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class FString DebugControlDetailFilter; // 0x02B8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bShowDebugBodyModifierList; // 0x02C8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_2C9[0x7]; // 0x02C9(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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class FString DebugBodyModifierDetailFilter; // 0x02D0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float VelocityPredictionTime; // 0x02E0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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int32 MaxNumControlsOrModifiersPerName; // 0x02E4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_2E8[0x8]; // 0x02E8(0x0008)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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void AddBodyModifiersToSet(struct FPhysicsControlNames* NewSet, const TArray<class FName>& BodyModifiers, const class FName Set);
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void AddBodyModifierToSet(struct FPhysicsControlNames* NewSet, const class FName BodyModifier, const class FName Set);
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void AddControlsToSet(struct FPhysicsControlNames* NewSet, const TArray<class FName>& Controls, const class FName Set);
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void AddControlToSet(struct FPhysicsControlNames* NewSet, const class FName Control, const class FName Set);
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class FName CreateBodyModifier(class UMeshComponent* MeshComponent, const class FName BoneName, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
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TMap<class FName, struct FPhysicsControlNames> CreateBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllBodyModifiers, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
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TArray<class FName> CreateBodyModifiersFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
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class FName CreateControl(class UMeshComponent* ParentMeshComponent, class FName ParentBoneName, class UMeshComponent* ChildMeshComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const struct FPhysicsControlSettings& ControlSettings, class FName Set, const bool bEnabled);
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void CreateControlsAndBodyModifiersFromLimbBones(struct FPhysicsControlNames* AllWorldSpaceControls, TMap<class FName, struct FPhysicsControlNames>* LimbWorldSpaceControls, struct FPhysicsControlNames* AllParentSpaceControls, TMap<class FName, struct FPhysicsControlNames>* LimbParentSpaceControls, struct FPhysicsControlNames* AllBodyModifiers, TMap<class FName, struct FPhysicsControlNames>* LimbBodyModifiers, class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<struct FPhysicsControlLimbSetupData>& LimbSetupData, const struct FPhysicsControlData& WorldSpaceControlData, const struct FPhysicsControlSettings& WorldSpaceControlSettings, const bool bEnableWorldSpaceControls, const struct FPhysicsControlData& ParentSpaceControlData, const struct FPhysicsControlSettings& ParentSpaceControlSettings, const bool bEnableParentSpaceControls, const EPhysicsMovementType PhysicsMovementType, const float GravityMultiplier, const float PhysicsBlendWeight);
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TMap<class FName, struct FPhysicsControlNames> CreateControlsFromLimbBones(struct FPhysicsControlNames* AllControls, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlSettings& ControlSettings, const bool bEnabled);
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TMap<class FName, struct FPhysicsControlNames> CreateControlsFromLimbBonesAndConstraintProfile(struct FPhysicsControlNames* AllControls, const TMap<class FName, struct FPhysicsControlLimbBones>& LimbBones, const class FName ConstraintProfile, const bool bEnabled);
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TArray<class FName> CreateControlsFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
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TArray<class FName> CreateControlsFromSkeletalMeshAndConstraintProfile(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames, const class FName ConstraintProfile, const class FName Set, const bool bEnabled);
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TArray<class FName> CreateControlsFromSkeletalMeshAndConstraintProfileBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const class FName ConstraintProfile, const class FName Set, const bool bEnabled);
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TArray<class FName> CreateControlsFromSkeletalMeshBelow(class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const bool bIncludeSelf, const EPhysicsControlType ControlType, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
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bool CreateNamedBodyModifier(const class FName Name_0, class UMeshComponent* MeshComponent, const class FName BoneName, const class FName Set, const EPhysicsMovementType MovementType, const ECollisionEnabled CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation);
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bool CreateNamedControl(class FName Name_0, class UMeshComponent* ParentMeshComponent, const class FName ParentBoneName, class UMeshComponent* ChildMeshComponent, const class FName ChildBoneName, const struct FPhysicsControlData& ControlData, const struct FPhysicsControlTarget& ControlTarget, const struct FPhysicsControlSettings& ControlSettings, const class FName Set, const bool bEnabled);
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bool DestroyBodyModifier(const class FName Name_0);
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void DestroyBodyModifiers(const TArray<class FName>& Names);
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void DestroyBodyModifiersInSet(const class FName Set);
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bool DestroyControl(const class FName Name_0);
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void DestroyControls(const TArray<class FName>& Names);
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void DestroyControlsInSet(const class FName Set);
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TArray<struct FVector> GetCachedBoneAngularVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
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struct FVector GetCachedBoneAngularVelocity(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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struct FRotator GetCachedBoneOrientation(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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TArray<struct FRotator> GetCachedBoneOrientations(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
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struct FVector GetCachedBonePosition(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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TArray<struct FVector> GetCachedBonePositions(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
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struct FTransform GetCachedBoneTransform(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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TArray<struct FTransform> GetCachedBoneTransforms(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
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TArray<struct FVector> GetCachedBoneVelocities(const class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<class FName>& BoneNames);
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struct FVector GetCachedBoneVelocity(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName);
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void ResetBodyModifiersInSetToCachedBoneTransforms(const class FName SetName, const EResetToCachedTargetBehavior Behavior);
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void ResetBodyModifiersToCachedBoneTransforms(const TArray<class FName>& Names, const EResetToCachedTargetBehavior Behavior);
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bool ResetBodyModifierToCachedBoneTransform(const class FName Name_0, const EResetToCachedTargetBehavior Behavior);
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bool ResetControlPoint(const class FName Name_0);
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bool SetBodyModifierCollisionType(const class FName Name_0, const ECollisionEnabled CollisionType);
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bool SetBodyModifierGravityMultiplier(const class FName Name_0, const float GravityMultiplier);
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bool SetBodyModifierKinematicTarget(const class FName Name_0, const struct FVector& KinematicTargetPosition, const struct FRotator& KinematicTargetOrienation, const bool bMakeKinematic);
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bool SetBodyModifierMovementType(const class FName Name_0, const EPhysicsMovementType MovementType);
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bool SetBodyModifierPhysicsBlendWeight(const class FName Name_0, const float PhysicsBlendWeight);
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void SetBodyModifiersCollisionType(const TArray<class FName>& Names, const ECollisionEnabled CollisionType);
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void SetBodyModifiersGravityMultiplier(const TArray<class FName>& Names, const float GravityMultiplier);
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void SetBodyModifiersInSetCollisionType(const class FName Set, const ECollisionEnabled CollisionType);
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void SetBodyModifiersInSetGravityMultiplier(const class FName Set, const float GravityMultiplier);
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void SetBodyModifiersInSetMovementType(const class FName Set, const EPhysicsMovementType MovementType);
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void SetBodyModifiersInSetPhysicsBlendWeight(const class FName Set, const float PhysicsBlendWeight);
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void SetBodyModifiersInSetUpdateKinematicFromSimulation(const class FName Set, const bool bUpdateKinematicFromSimulation);
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void SetBodyModifiersInSetUseSkeletalAnimation(const class FName Set, const bool bUseSkeletalAnimation);
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void SetBodyModifiersMovementType(const TArray<class FName>& Names, const EPhysicsMovementType MovementType);
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void SetBodyModifiersPhysicsBlendWeight(const TArray<class FName>& Names, const float PhysicsBlendWeight);
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void SetBodyModifiersUpdateKinematicFromSimulation(const TArray<class FName>& Names, const bool bUpdateKinematicFromSimulation);
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void SetBodyModifiersUseSkeletalAnimation(const TArray<class FName>& Names, const bool bUseSkeletalAnimation);
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bool SetBodyModifierUpdateKinematicFromSimulation(const class FName Name_0, const bool bUpdateKinematicFromSimulation);
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bool SetBodyModifierUseSkeletalAnimation(const class FName Name_0, const bool bUseSkeletalAnimation);
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bool SetCachedBoneData(const class USkeletalMeshComponent* SkeletalMeshComponent, const class FName BoneName, const struct FTransform& TM, const struct FVector& Velocity, const struct FVector& AngularVelocity);
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bool SetControlAngularData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxTorque, const bool bEnableControl);
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bool SetControlAutoDisable(const class FName Name_0, const bool bAutoDisable);
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bool SetControlData(const class FName Name_0, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
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void SetControlDatas(const TArray<class FName>& Names, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
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void SetControlDatasInSet(const class FName Set, const struct FPhysicsControlData& ControlData, const bool bEnableControl);
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bool SetControlDisableCollision(const class FName Name_0, const bool bDisableCollision);
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bool SetControlEnabled(const class FName Name_0, const bool bEnable);
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bool SetControlLinearData(const class FName Name_0, const float Strength, const float DampingRatio, const float ExtraDamping, const float MaxForce, const bool bEnableControl);
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bool SetControlMultiplier(const class FName Name_0, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
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void SetControlMultipliers(const TArray<class FName>& Names, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
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void SetControlMultipliersInSet(const class FName Set, const struct FPhysicsControlMultiplier& ControlMultiplier, const bool bEnableControl);
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bool SetControlPoint(const class FName Name_0, const struct FVector& Position);
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void SetControlsAutoDisable(const TArray<class FName>& Names, const bool bAutoDisable);
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void SetControlsDisableCollision(const TArray<class FName>& Names, const bool bDisableCollision);
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void SetControlsEnabled(const TArray<class FName>& Names, const bool bEnable);
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void SetControlsInSetAutoDisable(const class FName Set, const bool bAutoDisable);
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void SetControlsInSetDisableCollision(const class FName Set, const bool bDisableCollision);
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void SetControlsInSetEnabled(const class FName Set, const bool bEnable);
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void SetControlsInSetUseSkeletalAnimation(const class FName Set, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
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void SetControlsUseSkeletalAnimation(const TArray<class FName>& Names, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
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bool SetControlTarget(const class FName Name_0, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
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bool SetControlTargetOrientation(const class FName Name_0, const struct FRotator& Orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetOrientations(const TArray<class FName>& Names, const struct FRotator& Orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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bool SetControlTargetOrientationsFromArray(const TArray<class FName>& Names, const TArray<struct FRotator>& Orientations, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetOrientationsInSet(const class FName SetName, const struct FRotator& Orientation, const float AngularVelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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bool SetControlTargetPoses(const class FName Name_0, const struct FVector& ParentPosition, const struct FRotator& ParentOrientation, const struct FVector& ChildPosition, const struct FRotator& ChildOrientation, const float VelocityDeltaTime, const bool bEnableControl);
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bool SetControlTargetPosition(const class FName Name_0, const struct FVector& Position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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bool SetControlTargetPositionAndOrientation(const class FName Name_0, const struct FVector& Position, const struct FRotator& Orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetPositions(const TArray<class FName>& Names, const struct FVector& Position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetPositionsAndOrientations(const TArray<class FName>& Names, const struct FVector& Position, const struct FRotator& Orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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bool SetControlTargetPositionsAndOrientationsFromArray(const TArray<class FName>& Names, const TArray<struct FVector>& Positions, const TArray<struct FRotator>& Orientations, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetPositionsAndOrientationsInSet(const class FName SetName, const struct FVector& Position, const struct FRotator& Orientation, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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bool SetControlTargetPositionsFromArray(const TArray<class FName>& Names, const TArray<struct FVector>& Positions, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargetPositionsInSet(const class FName SetName, const struct FVector& Position, const float VelocityDeltaTime, const bool bEnableControl, const bool bApplyControlPointToTarget);
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void SetControlTargets(const TArray<class FName>& Names, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
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void SetControlTargetsInSet(const class FName Set, const struct FPhysicsControlTarget& ControlTarget, const bool bEnableControl);
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bool SetControlUseSkeletalAnimation(const class FName Name_0, const bool bUseSkeletalAnimation, const float SkeletalAnimationVelocityMultiplier);
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void UpdateControls(float DeltaTime);
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void UpdateTargetCaches(float DeltaTime);
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const TArray<class FName> GetAllBodyModifierNames() const;
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const TArray<class FName> GetAllControlNames() const;
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const TArray<class FName> GetBodyModifierNamesInSet(const class FName Set) const;
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bool GetControlAutoDisable(const class FName Name_0) const;
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bool GetControlData(const class FName Name_0, struct FPhysicsControlData* ControlData) const;
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bool GetControlEnabled(const class FName Name_0) const;
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bool GetControlMultiplier(const class FName Name_0, struct FPhysicsControlMultiplier* ControlMultiplier) const;
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const TArray<class FName> GetControlNamesInSet(const class FName Set) const;
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bool GetControlTarget(const class FName Name_0, struct FPhysicsControlTarget* ControlTarget) const;
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TMap<class FName, struct FPhysicsControlLimbBones> GetLimbBonesFromSkeletalMesh(class USkeletalMeshComponent* SkeletalMeshComponent, const TArray<struct FPhysicsControlLimbSetupData>& LimbSetupData) const;
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TArray<class FName> GetSetsContainingBodyModifier(const class FName Control) const;
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TArray<class FName> GetSetsContainingControl(const class FName Control) const;
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PhysicsControlComponent")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PhysicsControlComponent")
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}
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static class UPhysicsControlComponent* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPhysicsControlComponent>();
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}
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};
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DUMPER7_ASSERTS_UPhysicsControlComponent;
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// Class PhysicsControl.PhysicsControlProfileAsset
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// 0x0038 (0x0060 - 0x0028)
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class UPhysicsControlProfileAsset final : public UObject
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{
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public:
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uint8 Pad_28[0x8]; // 0x0028(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
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TSoftObjectPtr<class USkeletalMesh> PreviewSkeletalMesh; // 0x0030(0x0028)(Edit, AssetRegistrySearchable, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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float TestValue; // 0x0058(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_5C[0x4]; // 0x005C(0x0004)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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void Log();
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PhysicsControlProfileAsset")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PhysicsControlProfileAsset")
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}
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static class UPhysicsControlProfileAsset* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPhysicsControlProfileAsset>();
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}
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};
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DUMPER7_ASSERTS_UPhysicsControlProfileAsset;
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// Class PhysicsControl.PhysicsControlInitializerComponent
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// 0x0170 (0x0410 - 0x02A0)
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class UPhysicsControlInitializerComponent final : public USceneComponent
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{
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public:
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struct FInitialCharacterControls InitialCharacterControls; // 0x02A0(0x00C0)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
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TMap<class FName, struct FInitialPhysicsControl> InitialControls; // 0x0360(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
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TMap<class FName, struct FInitialBodyModifier> InitialBodyModifiers; // 0x03B0(0x0050)(Edit, BlueprintVisible, NativeAccessSpecifierPublic)
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bool bCreateControlsAtBeginPlay; // 0x0400(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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uint8 Pad_401[0xF]; // 0x0401(0x000F)(Fixing Struct Size After Last Property [ Dumper-7 ])
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public:
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void CreateControls(class UPhysicsControlComponent* PhysicsControlComponent);
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PhysicsControlInitializerComponent")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PhysicsControlInitializerComponent")
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}
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static class UPhysicsControlInitializerComponent* GetDefaultObj()
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{
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return GetDefaultObjImpl<UPhysicsControlInitializerComponent>();
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}
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};
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DUMPER7_ASSERTS_UPhysicsControlInitializerComponent;
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// Class PhysicsControl.PhysicsControlActor
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// 0x0010 (0x02C8 - 0x02B8)
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class APhysicsControlActor final : public AActor
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{
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public:
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class UPhysicsControlComponent* ControlComponent; // 0x02B8(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
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class UPhysicsControlInitializerComponent* ControlInitializerComponent; // 0x02C0(0x0008)(Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, EditConst, InstancedReference, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
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public:
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static class UClass* StaticClass()
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{
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STATIC_CLASS_IMPL("PhysicsControlActor")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"PhysicsControlActor")
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}
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static class APhysicsControlActor* GetDefaultObj()
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{
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return GetDefaultObjImpl<APhysicsControlActor>();
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}
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};
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DUMPER7_ASSERTS_APhysicsControlActor;
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}
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