PalWorld-NetCrack/SDK/BP_Player_ForUI_classes.hpp
2024-01-22 14:43:11 +08:00

43 lines
4.4 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x50 (0x2F0 - 0x2A0)
// BlueprintGeneratedClass BP_Player_ForUI.BP_Player_ForUI_C
class ABP_Player_ForUI_C : public APalUIDisplayCharacter
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x2A0(0x8)(ZeroConstructor, Transient, DuplicateTransient)
class UPalSkeletalMeshComponent* Hair; // 0x2A8(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class UPalSkeletalMeshComponent* Head; // 0x2B0(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class USphereComponent* Sphere; // 0x2B8(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
FMulticastInlineDelegateProperty_ OnAppliedBodyMesh; // 0x2C0(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
FMulticastInlineDelegateProperty_ OnAppliedHeadMesh; // 0x2D0(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
FMulticastInlineDelegateProperty_ OnAppliedHairMesh; // 0x2E0(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
static class UClass* StaticClass();
static class ABP_Player_ForUI_C* GetDefaultObj();
void OnAppliedHairMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetHairBaseColor_OutColor);
void OnAppliedHeadMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetEyeBaseColor_OutColor, const struct FLinearColor& CallFunc_GetBrowBaseColor_OutColor);
void OnAppliedBodyMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetBodyBaseColor_OutColor);
void CopyWeapon(class UClass* WeaponClass, enum class EWeaponAnimationPoseType Temp_byte_Variable, bool CallFunc_IsValidClass_ReturnValue, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class APalWeaponBase* CallFunc_FinishSpawningActor_ReturnValue, class USceneComponent* CallFunc_GetMainMesh_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, const struct FWeaponAnimationInfo& CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue, class FName CallFunc_GetEquipSocketName_ReturnValue, class UAnimSequence* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, TArray<class AActor*>& CallFunc_GetAttachedActors_OutActors, class AActor* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, class APalWeaponBase* K2Node_DynamicCast_AsPal_Weapon_Base, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_Less_IntInt_ReturnValue);
void ReceiveBeginPlay();
void ReceiveEndPlay(enum class EEndPlayReason EndPlayReason);
void ExecuteUbergraph_BP_Player_ForUI(int32 EntryPoint, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, enum class EEndPlayReason K2Node_Event_EndPlayReason, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2);
void OnAppliedHairMesh__DelegateSignature(const struct FLinearColor& HairMeshBaseColor);
void OnAppliedHeadMesh__DelegateSignature(const struct FLinearColor& BrowMeshBaseColor, const struct FLinearColor& EyeMeshBaseColor);
void OnAppliedBodyMesh__DelegateSignature(const struct FLinearColor& BodyMeshBasColor);
};
}