mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
259 lines
16 KiB
C++
259 lines
16 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// CLASSES
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//---------------------------------------------------------------------------------------------------------------------
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.BlendSpacePlayerLibrary
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class UBlendSpacePlayerLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class UBlendSpacePlayerLibrary* GetDefaultObj();
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bool ShouldResetPlayTimeWhenBlendSpaceChanges(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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struct FBlendSpacePlayerReference SetResetPlayTimeWhenBlendSpaceChanges(struct FBlendSpacePlayerReference& BlendSpacePlayer, bool bReset);
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struct FBlendSpacePlayerReference SetPlayRate(struct FBlendSpacePlayerReference& BlendSpacePlayer, float PlayRate);
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struct FBlendSpacePlayerReference SetLoop(struct FBlendSpacePlayerReference& BlendSpacePlayer, bool bLoop);
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struct FBlendSpacePlayerReference SetBlendSpaceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FBlendSpacePlayerReference& BlendSpacePlayer, class UBlendSpace* BlendSpace, float BlendTime);
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struct FBlendSpacePlayerReference SetBlendSpace(struct FBlendSpacePlayerReference& BlendSpacePlayer, class UBlendSpace* BlendSpace);
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float GetStartPosition(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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struct FVector GetPosition(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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float GetPlayRate(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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bool GetLoop(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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class UBlendSpace* GetBlendSpace(struct FBlendSpacePlayerReference& BlendSpacePlayer);
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void ConvertToBlendSpacePlayerPure(struct FAnimNodeReference& Node, struct FBlendSpacePlayerReference* BlendSpacePlayer, bool* Result);
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struct FBlendSpacePlayerReference ConvertToBlendSpacePlayer(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.LayeredBoneBlendLibrary
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class ULayeredBoneBlendLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class ULayeredBoneBlendLibrary* GetDefaultObj();
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struct FLayeredBoneBlendReference SetBlendMask(struct FAnimUpdateContext& UpdateContext, struct FLayeredBoneBlendReference& LayeredBoneBlend, int32 PoseIndex, class FName BlendMaskName);
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int32 GetNumPoses(struct FLayeredBoneBlendReference& LayeredBoneBlend);
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struct FLayeredBoneBlendReference ConvertToLayeredBoneBlend(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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void ConvertToLayeredBlendPerBonePure(struct FAnimNodeReference& Node, struct FLayeredBoneBlendReference* LayeredBoneBlend, bool* Result);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.AnimationStateMachineLibrary
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class UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class UAnimationStateMachineLibrary* GetDefaultObj();
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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);
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bool IsStateBlendingOut(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node);
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bool IsStateBlendingIn(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node);
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class FName GetState(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateMachineReference& Node);
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float GetRelevantAnimTimeRemainingFraction(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node);
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float GetRelevantAnimTimeRemaining(struct FAnimUpdateContext& UpdateContext, struct FAnimationStateResultReference& Node);
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void ConvertToAnimationStateResultPure(struct FAnimNodeReference& Node, struct FAnimationStateResultReference* AnimationState, bool* Result);
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void ConvertToAnimationStateResult(struct FAnimNodeReference& Node, struct FAnimationStateResultReference* AnimationState, enum class EAnimNodeReferenceConversionResult* Result);
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void ConvertToAnimationStateMachinePure(struct FAnimNodeReference& Node, struct FAnimationStateMachineReference* AnimationState, bool* Result);
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void ConvertToAnimationStateMachine(struct FAnimNodeReference& Node, struct FAnimationStateMachineReference* AnimationState, enum class EAnimNodeReferenceConversionResult* Result);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.AnimExecutionContextLibrary
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class UAnimExecutionContextLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class UAnimExecutionContextLibrary* GetDefaultObj();
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float GetDeltaTime(struct FAnimUpdateContext& Context);
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float GetCurrentWeight(struct FAnimUpdateContext& Context);
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struct FAnimNodeReference GetAnimNodeReference(class UAnimInstance* Instance, int32 Index);
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class UAnimInstance* GetAnimInstance(struct FAnimExecutionContext& Context);
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struct FAnimUpdateContext ConvertToUpdateContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result);
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struct FAnimPoseContext ConvertToPoseContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result);
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struct FAnimInitializationContext ConvertToInitializationContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result);
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struct FAnimComponentSpacePoseContext ConvertToComponentSpacePoseContext(struct FAnimExecutionContext& Context, enum class EAnimExecutionContextConversionResult* Result);
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};
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// 0x8 (0x40 - 0x38)
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// Class AnimGraphRuntime.AnimNotify_PlayMontageNotify
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class UAnimNotify_PlayMontageNotify : public UAnimNotify
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{
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public:
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class FName NotifyName; // 0x38(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
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static class UClass* StaticClass();
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static class UAnimNotify_PlayMontageNotify* GetDefaultObj();
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};
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// 0x8 (0x38 - 0x30)
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// Class AnimGraphRuntime.AnimNotify_PlayMontageNotifyWindow
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class UAnimNotify_PlayMontageNotifyWindow : public UAnimNotifyState
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{
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public:
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class FName NotifyName; // 0x30(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
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static class UClass* StaticClass();
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static class UAnimNotify_PlayMontageNotifyWindow* GetDefaultObj();
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};
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// 0x8 (0x350 - 0x348)
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// Class AnimGraphRuntime.AnimSequencerInstance
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class UAnimSequencerInstance : public UAnimInstance
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{
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public:
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uint8 Pad_208E[0x8]; // Fixing Size Of Struct [ Dumper-7 ]
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static class UClass* StaticClass();
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static class UAnimSequencerInstance* GetDefaultObj();
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.KismetAnimationLibrary
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class UKismetAnimationLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class UKismetAnimationLibrary* GetDefaultObj();
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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);
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void K2_StartProfilingTimer();
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struct FVector K2_MakePerlinNoiseVectorAndRemap(float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ);
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float K2_MakePerlinNoiseAndRemap(float Value, float RangeOutMin, float RangeOutMax);
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struct FTransform K2_LookAt(struct FTransform& CurrentTransform, struct FVector& TargetPosition, const struct FVector& LookAtVector, bool bUseUpVector, const struct FVector& UpVector, float ClampConeInDegree);
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float K2_EndProfilingTimer(bool bLog, const class FString& LogPrefix);
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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);
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struct FVector K2_DirectionBetweenSockets(class USkeletalMeshComponent* Component, class FName SocketOrBoneNameFrom, class FName SocketOrBoneNameTo);
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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);
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float K2_CalculateVelocityFromPositionHistory(float DeltaSeconds, const struct FVector& Position, struct FPositionHistory& History, int32 NumberOfSamples, float VelocityMin, float VelocityMax);
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float CalculateDirection(struct FVector& Velocity, struct FRotator& BaseRotation);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.LinkedAnimGraphLibrary
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class ULinkedAnimGraphLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class ULinkedAnimGraphLibrary* GetDefaultObj();
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bool HasLinkedAnimInstance(struct FLinkedAnimGraphReference& Node);
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class UAnimInstance* GetLinkedAnimInstance(struct FLinkedAnimGraphReference& Node);
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void ConvertToLinkedAnimGraphPure(struct FAnimNodeReference& Node, struct FLinkedAnimGraphReference* LinkedAnimGraph, bool* Result);
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struct FLinkedAnimGraphReference ConvertToLinkedAnimGraph(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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};
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// 0x80 (0xA8 - 0x28)
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// Class AnimGraphRuntime.PlayMontageCallbackProxy
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class UPlayMontageCallbackProxy : public UObject
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{
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public:
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FMulticastInlineDelegateProperty_ OnCompleted; // 0x28(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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FMulticastInlineDelegateProperty_ OnBlendOut; // 0x38(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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FMulticastInlineDelegateProperty_ OnInterrupted; // 0x48(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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FMulticastInlineDelegateProperty_ OnNotifyBegin; // 0x58(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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FMulticastInlineDelegateProperty_ OnNotifyEnd; // 0x68(0x10)(ZeroConstructor, InstancedReference, BlueprintAssignable, NativeAccessSpecifierPublic)
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uint8 Pad_221E[0x30]; // Fixing Size Of Struct [ Dumper-7 ]
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static class UClass* StaticClass();
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static class UPlayMontageCallbackProxy* GetDefaultObj();
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void OnNotifyEndReceived(class FName NotifyName, struct FBranchingPointNotifyPayload& BranchingPointNotifyPayload);
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void OnNotifyBeginReceived(class FName NotifyName, struct FBranchingPointNotifyPayload& BranchingPointNotifyPayload);
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void OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted);
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void OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted);
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class UPlayMontageCallbackProxy* CreateProxyObjectForPlayMontage(class USkeletalMeshComponent* InSkeletalMeshComponent, class UAnimMontage* MontageToPlay, float PlayRate, float StartingPosition, class FName StartingSection);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.SequenceEvaluatorLibrary
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class USequenceEvaluatorLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class USequenceEvaluatorLibrary* GetDefaultObj();
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struct FSequenceEvaluatorReference SetSequenceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FSequenceEvaluatorReference& SequenceEvaluator, class UAnimSequenceBase* Sequence, float BlendTime);
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struct FSequenceEvaluatorReference SetSequence(struct FSequenceEvaluatorReference& SequenceEvaluator, class UAnimSequenceBase* Sequence);
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struct FSequenceEvaluatorReference SetExplicitTime(struct FSequenceEvaluatorReference& SequenceEvaluator, float Time);
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class UAnimSequenceBase* GetSequence(struct FSequenceEvaluatorReference& SequenceEvaluator);
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float GetAccumulatedTime(struct FSequenceEvaluatorReference& SequenceEvaluator);
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void ConvertToSequenceEvaluatorPure(struct FAnimNodeReference& Node, struct FSequenceEvaluatorReference* SequenceEvaluator, bool* Result);
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struct FSequenceEvaluatorReference ConvertToSequenceEvaluator(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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struct FSequenceEvaluatorReference AdvanceTime(struct FAnimUpdateContext& UpdateContext, struct FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.SequencePlayerLibrary
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class USequencePlayerLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class USequencePlayerLibrary* GetDefaultObj();
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struct FSequencePlayerReference SetStartPosition(struct FSequencePlayerReference& SequencePlayer, float StartPosition);
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struct FSequencePlayerReference SetSequenceWithInertialBlending(struct FAnimUpdateContext& UpdateContext, struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase* Sequence, float BlendTime);
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struct FSequencePlayerReference SetSequence(struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase* Sequence);
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struct FSequencePlayerReference SetPlayRate(struct FSequencePlayerReference& SequencePlayer, float PlayRate);
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struct FSequencePlayerReference SetAccumulatedTime(struct FSequencePlayerReference& SequencePlayer, float Time);
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float GetStartPosition(struct FSequencePlayerReference& SequencePlayer);
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class UAnimSequenceBase* GetSequencePure(struct FSequencePlayerReference& SequencePlayer);
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struct FSequencePlayerReference GetSequence(struct FSequencePlayerReference& SequencePlayer, class UAnimSequenceBase*& SequenceBase);
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float GetPlayRate(struct FSequencePlayerReference& SequencePlayer);
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bool GetLoopAnimation(struct FSequencePlayerReference& SequencePlayer);
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float GetAccumulatedTime(struct FSequencePlayerReference& SequencePlayer);
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void ConvertToSequencePlayerPure(struct FAnimNodeReference& Node, struct FSequencePlayerReference* SequencePlayer, bool* Result);
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struct FSequencePlayerReference ConvertToSequencePlayer(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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float ComputePlayRateFromDuration(struct FSequencePlayerReference& SequencePlayer, float Duration);
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.SequencerAnimationSupport
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class ISequencerAnimationSupport : public IInterface
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{
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public:
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static class UClass* StaticClass();
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static class ISequencerAnimationSupport* GetDefaultObj();
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};
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// 0x0 (0x28 - 0x28)
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// Class AnimGraphRuntime.SkeletalControlLibrary
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class USkeletalControlLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static class UClass* StaticClass();
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static class USkeletalControlLibrary* GetDefaultObj();
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struct FSkeletalControlReference SetAlpha(struct FSkeletalControlReference& SkeletalControl, float Alpha);
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float GetAlpha(struct FSkeletalControlReference& SkeletalControl);
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void ConvertToSkeletalControlPure(struct FAnimNodeReference& Node, struct FSkeletalControlReference* SkeletalControl, bool* Result);
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struct FSkeletalControlReference ConvertToSkeletalControl(struct FAnimNodeReference& Node, enum class EAnimNodeReferenceConversionResult* Result);
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};
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}
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