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

105 lines
3.2 KiB
C++

#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<class AActor> 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<class AActor> 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();
};
}