#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x0 (0xA0 - 0xA0) // Class ModularGameplay.GameFrameworkComponent class UGameFrameworkComponent : public UActorComponent { public: static class UClass* StaticClass(); static class UGameFrameworkComponent* GetDefaultObj(); }; // 0x0 (0xA0 - 0xA0) // Class ModularGameplay.ControllerComponent class UControllerComponent : public UGameFrameworkComponent { public: static class UClass* StaticClass(); static class UControllerComponent* GetDefaultObj(); }; // 0x208 (0x238 - 0x30) // Class ModularGameplay.GameFrameworkComponentManager class UGameFrameworkComponentManager : public UGameInstanceSubsystem { public: uint8 Pad_253[0x208]; // Fixing Size Of Struct [ Dumper-7 ] static class UClass* StaticClass(); static class UGameFrameworkComponentManager* GetDefaultObj(); bool UnregisterClassInitStateDelegate(TSoftClassPtr ActorClass, FDelegateProperty_ DelegateToRemove); bool UnregisterActorInitStateDelegate(class AActor* Actor, FDelegateProperty_ DelegateToRemove); void SendExtensionEvent(class AActor* Receiver, class FName EventName, bool bOnlyInGameWorlds); void RemoveReceiver(class AActor* Receiver); bool RegisterAndCallForClassInitState(TSoftClassPtr ActorClass, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately); bool RegisterAndCallForActorInitState(class AActor* Actor, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately); void AddReceiver(class AActor* Receiver, bool bAddOnlyInGameWorlds); }; // 0x0 (0x28 - 0x28) // Class ModularGameplay.GameFrameworkInitStateInterface class IGameFrameworkInitStateInterface : public IInterface { public: static class UClass* StaticClass(); static class IGameFrameworkInitStateInterface* GetDefaultObj(); bool UnregisterInitStateDelegate(FDelegateProperty_ Delegate); bool RegisterAndCallForInitStateChange(const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately); bool HasReachedInitState(const struct FGameplayTag& DesiredState); struct FGameplayTag GetInitState(); class FName GetFeatureName(); }; // 0x0 (0xA0 - 0xA0) // Class ModularGameplay.GameStateComponent class UGameStateComponent : public UGameFrameworkComponent { public: static class UClass* StaticClass(); static class UGameStateComponent* GetDefaultObj(); }; // 0x0 (0xA0 - 0xA0) // Class ModularGameplay.PawnComponent class UPawnComponent : public UGameFrameworkComponent { public: static class UClass* StaticClass(); static class UPawnComponent* GetDefaultObj(); }; // 0x0 (0xA0 - 0xA0) // Class ModularGameplay.PlayerStateComponent class UPlayerStateComponent : public UGameFrameworkComponent { public: static class UClass* StaticClass(); static class UPlayerStateComponent* GetDefaultObj(); }; }