#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class ChaosSolverEngine.ChaosDebugDrawComponent // (None) class UClass* UChaosDebugDrawComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosDebugDrawComponent"); return Clss; } // ChaosDebugDrawComponent ChaosSolverEngine.Default__ChaosDebugDrawComponent // (Public, ClassDefaultObject, ArchetypeObject) class UChaosDebugDrawComponent* UChaosDebugDrawComponent::GetDefaultObj() { static class UChaosDebugDrawComponent* Default = nullptr; if (!Default) Default = static_cast(UChaosDebugDrawComponent::StaticClass()->DefaultObject); return Default; } // Class ChaosSolverEngine.ChaosEventListenerComponent // (None) class UClass* UChaosEventListenerComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosEventListenerComponent"); return Clss; } // ChaosEventListenerComponent ChaosSolverEngine.Default__ChaosEventListenerComponent // (Public, ClassDefaultObject, ArchetypeObject) class UChaosEventListenerComponent* UChaosEventListenerComponent::GetDefaultObj() { static class UChaosEventListenerComponent* Default = nullptr; if (!Default) Default = static_cast(UChaosEventListenerComponent::StaticClass()->DefaultObject); return Default; } // Class ChaosSolverEngine.ChaosGameplayEventDispatcher // (None) class UClass* UChaosGameplayEventDispatcher::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosGameplayEventDispatcher"); return Clss; } // ChaosGameplayEventDispatcher ChaosSolverEngine.Default__ChaosGameplayEventDispatcher // (Public, ClassDefaultObject, ArchetypeObject) class UChaosGameplayEventDispatcher* UChaosGameplayEventDispatcher::GetDefaultObj() { static class UChaosGameplayEventDispatcher* Default = nullptr; if (!Default) Default = static_cast(UChaosGameplayEventDispatcher::StaticClass()->DefaultObject); return Default; } // Class ChaosSolverEngine.ChaosNotifyHandlerInterface // (None) class UClass* IChaosNotifyHandlerInterface::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosNotifyHandlerInterface"); return Clss; } // ChaosNotifyHandlerInterface ChaosSolverEngine.Default__ChaosNotifyHandlerInterface // (Public, ClassDefaultObject, ArchetypeObject) class IChaosNotifyHandlerInterface* IChaosNotifyHandlerInterface::GetDefaultObj() { static class IChaosNotifyHandlerInterface* Default = nullptr; if (!Default) Default = static_cast(IChaosNotifyHandlerInterface::StaticClass()->DefaultObject); return Default; } // Class ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary // (None) class UClass* UChaosSolverEngineBlueprintLibrary::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosSolverEngineBlueprintLibrary"); return Clss; } // ChaosSolverEngineBlueprintLibrary ChaosSolverEngine.Default__ChaosSolverEngineBlueprintLibrary // (Public, ClassDefaultObject, ArchetypeObject) class UChaosSolverEngineBlueprintLibrary* UChaosSolverEngineBlueprintLibrary::GetDefaultObj() { static class UChaosSolverEngineBlueprintLibrary* Default = nullptr; if (!Default) Default = static_cast(UChaosSolverEngineBlueprintLibrary::StaticClass()->DefaultObject); return Default; } // Function ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary.ConvertPhysicsCollisionToHitResult // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // struct FChaosPhysicsCollisionInfo PhysicsCollision (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // struct FHitResult ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) struct FHitResult UChaosSolverEngineBlueprintLibrary::ConvertPhysicsCollisionToHitResult(struct FChaosPhysicsCollisionInfo& PhysicsCollision) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ChaosSolverEngineBlueprintLibrary", "ConvertPhysicsCollisionToHitResult"); Params::UChaosSolverEngineBlueprintLibrary_ConvertPhysicsCollisionToHitResult_Params Parms{}; Parms.PhysicsCollision = PhysicsCollision; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class ChaosSolverEngine.ChaosSolver // (None) class UClass* UChaosSolver::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosSolver"); return Clss; } // ChaosSolver ChaosSolverEngine.Default__ChaosSolver // (Public, ClassDefaultObject, ArchetypeObject) class UChaosSolver* UChaosSolver::GetDefaultObj() { static class UChaosSolver* Default = nullptr; if (!Default) Default = static_cast(UChaosSolver::StaticClass()->DefaultObject); return Default; } // Class ChaosSolverEngine.ChaosSolverActor // (Actor) class UClass* AChaosSolverActor::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosSolverActor"); return Clss; } // ChaosSolverActor ChaosSolverEngine.Default__ChaosSolverActor // (Public, ClassDefaultObject, ArchetypeObject) class AChaosSolverActor* AChaosSolverActor::GetDefaultObj() { static class AChaosSolverActor* Default = nullptr; if (!Default) Default = static_cast(AChaosSolverActor::StaticClass()->DefaultObject); return Default; } // Function ChaosSolverEngine.ChaosSolverActor.SetSolverActive // (Native, Public, BlueprintCallable) // Parameters: // bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AChaosSolverActor::SetSolverActive(bool bActive) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ChaosSolverActor", "SetSolverActive"); Params::AChaosSolverActor_SetSolverActive_Params Parms{}; Parms.bActive = bActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function ChaosSolverEngine.ChaosSolverActor.SetAsCurrentWorldSolver // (Final, Native, Public, BlueprintCallable) // Parameters: void AChaosSolverActor::SetAsCurrentWorldSolver() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ChaosSolverActor", "SetAsCurrentWorldSolver"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Class ChaosSolverEngine.ChaosSolverSettings // (None) class UClass* UChaosSolverSettings::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ChaosSolverSettings"); return Clss; } // ChaosSolverSettings ChaosSolverEngine.Default__ChaosSolverSettings // (Public, ClassDefaultObject, ArchetypeObject) class UChaosSolverSettings* UChaosSolverSettings::GetDefaultObj() { static class UChaosSolverSettings* Default = nullptr; if (!Default) Default = static_cast(UChaosSolverSettings::StaticClass()->DefaultObject); return Default; } }