#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.BlendSpacePlayerLibrary class UBlendSpacePlayerLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class UBlendSpacePlayerLibrary* GetDefaultObj(); bool ShouldResetPlayTimeWhenBlendSpaceChanges(struct FBlendSpacePlayerReference& BlendSpacePlayer); struct FBlendSpacePlayerReference SetResetPlayTimeWhenBlendSpaceChanges(struct FBlendSpacePlayerReference& BlendSpacePlayer, bool bReset); struct FBlendSpacePlayerReference SetPlayRate(struct FBlendSpacePlayerReference& BlendSpacePlayer, float PlayRate); struct FBlendSpacePlayerReference SetLoop(struct FBlendSpacePlayerReference& BlendSpacePlayer, bool bLoop); struct FBlendSpacePlayerReference SetBlendSpaceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FBlendSpacePlayerReference& BlendSpacePlayer, class UBlendSpace* BlendSpace, float BlendTime); struct FBlendSpacePlayerReference SetBlendSpace(struct FBlendSpacePlayerReference& BlendSpacePlayer, class UBlendSpace* BlendSpace); float GetStartPosition(struct FBlendSpacePlayerReference& BlendSpacePlayer); struct FVector GetPosition(struct FBlendSpacePlayerReference& BlendSpacePlayer); float GetPlayRate(struct FBlendSpacePlayerReference& BlendSpacePlayer); bool GetLoop(struct FBlendSpacePlayerReference& BlendSpacePlayer); class UBlendSpace* GetBlendSpace(struct FBlendSpacePlayerReference& BlendSpacePlayer); void ConvertToBlendSpacePlayerPure(struct FAnimNodeReference& Node, struct FBlendSpacePlayerReference* BlendSpacePlayer, bool* Result); struct FBlendSpacePlayerReference ConvertToBlendSpacePlayer(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.LayeredBoneBlendLibrary class ULayeredBoneBlendLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class ULayeredBoneBlendLibrary* GetDefaultObj(); struct FLayeredBoneBlendReference SetBlendMask(struct FAnimUpdateContext& UpdateContext, struct FLayeredBoneBlendReference& LayeredBoneBlend, int32 PoseIndex, class FName BlendMaskName); int32 GetNumPoses(struct FLayeredBoneBlendReference& LayeredBoneBlend); struct FLayeredBoneBlendReference ConvertToLayeredBoneBlend(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); void ConvertToLayeredBlendPerBonePure(struct FAnimNodeReference& Node, struct FLayeredBoneBlendReference* LayeredBoneBlend, bool* Result); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.AnimationStateMachineLibrary class UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class UAnimationStateMachineLibrary* GetDefaultObj(); void SetState(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateMachineReference& Node, class FName TargetState, float Duration, enum class ETransitionLogicType BlendType, class UBlendProfile* BlendProfile, enum class EAlphaBlendOption AlphaBlendOption, class UCurveFloat* CustomBlendCurve); bool IsStateBlendingOut(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node); bool IsStateBlendingIn(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node); class FName GetState(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateMachineReference& Node); float GetRelevantAnimTimeRemainingFraction(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node); float GetRelevantAnimTimeRemaining(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node); void ConvertToAnimationStateResultPure(struct FAnimNodeReference& Node, struct FAnimationStateResultReference* AnimationState, bool* Result); void ConvertToAnimationStateResult(struct FAnimNodeReference& Node, struct FAnimationStateResultReference* AnimationState, enum class EAnimNodeReferenceConversionResult* Result); void ConvertToAnimationStateMachinePure(struct FAnimNodeReference& Node, struct FAnimationStateMachineReference* AnimationState, bool* Result); void ConvertToAnimationStateMachine(struct FAnimNodeReference& Node, struct FAnimationStateMachineReference* AnimationState, enum class EAnimNodeReferenceConversionResult* Result); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.AnimExecutionContextLibrary class UAnimExecutionContextLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class UAnimExecutionContextLibrary* GetDefaultObj(); float GetDeltaTime(struct FAnimUpdateContext& Context); float GetCurrentWeight(struct FAnimUpdateContext& Context); struct FAnimNodeReference GetAnimNodeReference(class UAnimInstance* Instance, int32 Index); class UAnimInstance* GetAnimInstance(struct FAnimExecutionContext& Context); struct FAnimUpdateContext ConvertToUpdateContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result); struct FAnimPoseContext ConvertToPoseContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result); struct FAnimInitializationContext ConvertToInitializationContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result); struct FAnimComponentSpacePoseContext ConvertToComponentSpacePoseContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result); }; // 0x8 (0x40 - 0x38) // Class AnimGraphRuntime.AnimNotify_PlayMontageNotify class UAnimNotify_PlayMontageNotify : public UAnimNotify { public: class FName NotifyName; // 0x38(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) static class UClass* StaticClass(); static class UAnimNotify_PlayMontageNotify* GetDefaultObj(); }; // 0x8 (0x38 - 0x30) // Class AnimGraphRuntime.AnimNotify_PlayMontageNotifyWindow class UAnimNotify_PlayMontageNotifyWindow : public UAnimNotifyState { public: class FName NotifyName; // 0x30(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) static class UClass* StaticClass(); static class UAnimNotify_PlayMontageNotifyWindow* GetDefaultObj(); }; // 0x8 (0x350 - 0x348) // Class AnimGraphRuntime.AnimSequencerInstance class UAnimSequencerInstance : public UAnimInstance { public: uint8 Pad_208E[0x8]; // Fixing Size Of Struct [ Dumper-7 ] static class UClass* StaticClass(); static class UAnimSequencerInstance* GetDefaultObj(); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.KismetAnimationLibrary class UKismetAnimationLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class UKismetAnimationLibrary* GetDefaultObj(); void K2_TwoBoneIK(struct FVector& RootPos, struct FVector& JointPos, struct FVector& EndPos, struct FVector& JointTarget, struct FVector& Effector, struct FVector* OutJointPos, struct FVector* OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale); void K2_StartProfilingTimer(); struct FVector K2_MakePerlinNoiseVectorAndRemap(float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ); float K2_MakePerlinNoiseAndRemap(float Value, float RangeOutMin, float RangeOutMax); struct FTransform K2_LookAt(struct FTransform& CurrentTransform, struct FVector& TargetPosition, const struct FVector& LookAtVector, bool bUseUpVector, const struct FVector& UpVector, float ClampConeInDegree); float K2_EndProfilingTimer(bool bLog, const class FString& LogPrefix); float K2_DistanceBetweenTwoSocketsAndMapRange(class USkeletalMeshComponent* Component, class FName SocketOrBoneNameA, enum class ERelativeTransformSpace SocketSpaceA, class FName SocketOrBoneNameB, enum class ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax); struct FVector K2_DirectionBetweenSockets(class USkeletalMeshComponent* Component, class FName SocketOrBoneNameFrom, class FName SocketOrBoneNameTo); float K2_CalculateVelocityFromSockets(float DeltaSeconds, class USkeletalMeshComponent* Component, class FName SocketOrBoneName, class FName ReferenceSocketOrBone, enum class ERelativeTransformSpace SocketSpace, const struct FVector& OffsetInBoneSpace, struct FPositionHistory& History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, enum class EEasingFuncType EasingType, struct FRuntimeFloatCurve& CustomCurve); float K2_CalculateVelocityFromPositionHistory(float DeltaSeconds, const struct FVector& Position, struct FPositionHistory& History, int32 NumberOfSamples, float VelocityMin, float VelocityMax); float CalculateDirection(struct FVector& Velocity, struct FRotator& BaseRotation); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.LinkedAnimGraphLibrary class ULinkedAnimGraphLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class ULinkedAnimGraphLibrary* GetDefaultObj(); bool HasLinkedAnimInstance(struct FLinkedAnimGraphReference& Node); class UAnimInstance* GetLinkedAnimInstance(struct FLinkedAnimGraphReference& Node); void ConvertToLinkedAnimGraphPure(struct FAnimNodeReference& Node, struct FLinkedAnimGraphReference* LinkedAnimGraph, bool* Result); struct FLinkedAnimGraphReference ConvertToLinkedAnimGraph(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); }; // 0x80 (0xA8 - 0x28) // Class AnimGraphRuntime.PlayMontageCallbackProxy class UPlayMontageCallbackProxy : public UObject { public: FMulticastInlineDelegateProperty_ OnCompleted; // 0x28(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) FMulticastInlineDelegateProperty_ OnBlendOut; // 0x38(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) FMulticastInlineDelegateProperty_ OnInterrupted; // 0x48(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) FMulticastInlineDelegateProperty_ OnNotifyBegin; // 0x58(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) FMulticastInlineDelegateProperty_ OnNotifyEnd; // 0x68(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic) uint8 Pad_221E[0x30]; // Fixing Size Of Struct [ Dumper-7 ] static class UClass* StaticClass(); static class UPlayMontageCallbackProxy* GetDefaultObj(); void OnNotifyEndReceived(class FName NotifyName, struct FBranchingPointNotifyPayload& BranchingPointNotifyPayload); void OnNotifyBeginReceived(class FName NotifyName, struct FBranchingPointNotifyPayload& BranchingPointNotifyPayload); void OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted); void OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted); class UPlayMontageCallbackProxy* CreateProxyObjectForPlayMontage(class USkeletalMeshComponent* InSkeletalMeshComponent, class UAnimMontage* MontageToPlay, float PlayRate, float StartingPosition, class FName StartingSection); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.SequenceEvaluatorLibrary class USequenceEvaluatorLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class USequenceEvaluatorLibrary* GetDefaultObj(); struct FSequenceEvaluatorReference SetSequenceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FSequenceEvaluatorReference& SequenceEvaluator, class UAnimSequenceBase* Sequence, float BlendTime); struct FSequenceEvaluatorReference SetSequence(struct FSequenceEvaluatorReference& SequenceEvaluator, class UAnimSequenceBase* Sequence); struct FSequenceEvaluatorReference SetExplicitTime(struct FSequenceEvaluatorReference& SequenceEvaluator, float Time); class UAnimSequenceBase* GetSequence(struct FSequenceEvaluatorReference& SequenceEvaluator); float GetAccumulatedTime(struct FSequenceEvaluatorReference& SequenceEvaluator); void ConvertToSequenceEvaluatorPure(struct FAnimNodeReference& Node, struct FSequenceEvaluatorReference* SequenceEvaluator, bool* Result); struct FSequenceEvaluatorReference ConvertToSequenceEvaluator(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); struct FSequenceEvaluatorReference AdvanceTime(struct FAnimUpdateContext& UpdateContext, struct FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.SequencePlayerLibrary class USequencePlayerLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class USequencePlayerLibrary* GetDefaultObj(); struct FSequencePlayerReference SetStartPosition(struct FSequencePlayerReference& SequencePlayer, float StartPosition); struct FSequencePlayerReference SetSequenceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase* Sequence, float BlendTime); struct FSequencePlayerReference SetSequence(struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase* Sequence); struct FSequencePlayerReference SetPlayRate(struct FSequencePlayerReference& SequencePlayer, float PlayRate); struct FSequencePlayerReference SetAccumulatedTime(struct FSequencePlayerReference& SequencePlayer, float Time); float GetStartPosition(struct FSequencePlayerReference& SequencePlayer); class UAnimSequenceBase* GetSequencePure(struct FSequencePlayerReference& SequencePlayer); struct FSequencePlayerReference GetSequence(struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase*& SequenceBase); float GetPlayRate(struct FSequencePlayerReference& SequencePlayer); bool GetLoopAnimation(struct FSequencePlayerReference& SequencePlayer); float GetAccumulatedTime(struct FSequencePlayerReference& SequencePlayer); void ConvertToSequencePlayerPure(struct FAnimNodeReference& Node, struct FSequencePlayerReference* SequencePlayer, bool* Result); struct FSequencePlayerReference ConvertToSequencePlayer(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); float ComputePlayRateFromDuration(struct FSequencePlayerReference& SequencePlayer, float Duration); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.SequencerAnimationSupport class ISequencerAnimationSupport : public IInterface { public: static class UClass* StaticClass(); static class ISequencerAnimationSupport* GetDefaultObj(); }; // 0x0 (0x28 - 0x28) // Class AnimGraphRuntime.SkeletalControlLibrary class USkeletalControlLibrary : public UBlueprintFunctionLibrary { public: static class UClass* StaticClass(); static class USkeletalControlLibrary* GetDefaultObj(); struct FSkeletalControlReference SetAlpha(struct FSkeletalControlReference& SkeletalControl, float Alpha); float GetAlpha(struct FSkeletalControlReference& SkeletalControl); void ConvertToSkeletalControlPure(struct FAnimNodeReference& Node, struct FSkeletalControlReference* SkeletalControl, bool* Result); struct FSkeletalControlReference ConvertToSkeletalControl(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result); }; }