Lost Ark SDK  1.148.153.0
LA_GameFramework_classes.hpp
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1 #pragma once
2 
3 // Lost Ark (1.148.153.0) SDK
4 
5 #ifdef _MSC_VER
6  #pragma pack(push, 0x4)
7 #endif
8 
10 
11 namespace SDK
12 {
13 //---------------------------------------------------------------------------
14 //Classes
15 //---------------------------------------------------------------------------
16 
17 // Class GameFramework.DynamicSpriteComponent
18 // 0x004C (0x02E8 - 0x029C)
20 {
21 public:
22  struct FInterpCurveFloat AnimatedScale; // 0x029C(0x0014) (Edit, NeedCtorLink)
23  struct FInterpCurveLinearColor AnimatedColor; // 0x02B0(0x0014) (Edit, NeedCtorLink)
24  struct FInterpCurveVector2D AnimatedPosition; // 0x02C4(0x0014) (Edit, NeedCtorLink)
25  struct FVector LocationOffset; // 0x02D8(0x000C) (Edit)
26  int LoopCount; // 0x02E4(0x0004) (Edit)
27 
28  static UClass* StaticClass()
29  {
30  static UClass* ptr = nullptr;
31  if (!ptr)
32  ptr = UObject::FindClass("Class GameFramework.DynamicSpriteComponent");
33  return ptr;
34  }
35 
36 };
37 
38 
39 // Class GameFramework.FrameworkGame
40 // 0x0010 (0x04C8 - 0x04B8)
41 class AFrameworkGame : public AGameInfo
42 {
43 public:
45 
46  static UClass* StaticClass()
47  {
48  static UClass* ptr = nullptr;
49  if (!ptr)
50  ptr = UObject::FindClass("Class GameFramework.FrameworkGame");
51  return ptr;
52  }
53 
54 };
55 
56 
57 // Class GameFramework.GameAIController
58 // 0x004C (0x04C8 - 0x047C)
60 {
61 public:
62  class UGameAICommand* CommandList; // 0x047C(0x0008) (Edit, Const, Transient, EditInline)
63  unsigned long bHasRunawayCommandList : 1; // 0x0484(0x0004) (Transient)
64  unsigned long bAILogging : 1; // 0x0484(0x0004) (Edit, Config)
65  unsigned long bAILogToWindow : 1; // 0x0484(0x0004) (Edit, Config)
66  unsigned long bFlushAILogEachLine : 1; // 0x0484(0x0004) (Edit, Config)
67  unsigned long bMapBasedLogName : 1; // 0x0484(0x0004) (Edit, Config)
68  unsigned long bAIDrawDebug : 1; // 0x0484(0x0004) (Edit, Config)
69  unsigned long bAIBroken : 1; // 0x0484(0x0004) (Transient)
70  class AFileLog* AILogFile; // 0x0488(0x0008) (Transient)
71  float DebugTextMaxLen; // 0x0490(0x0004) (Edit)
72  TArray<struct FAICmdHistoryItem> CommandHistory; // 0x0494(0x0010) (Edit, Const, Transient, NeedCtorLink)
73  int CommandHistoryNum; // 0x04A4(0x0004) (Edit, Config)
74  TArray<struct FName> AILogFilter; // 0x04A8(0x0010) (Edit, Config, NeedCtorLink)
75  struct FString DemoActionString; // 0x04B8(0x0010) (Net, NeedCtorLink)
76 
77  static UClass* StaticClass()
78  {
79  static UClass* ptr = nullptr;
80  if (!ptr)
81  ptr = UObject::FindClass("Class GameFramework.GameAIController");
82  return ptr;
83  }
84 
85 
86  struct FString GetActionString();
87  void SetDesiredRotation(const struct FRotator& TargetDesiredRotation, bool InLockDesiredRotation, bool InUnlockWhenReached, float InterpolationTime);
88  void AILog_Internal(const struct FString& LogText, const struct FName& LogCategory, bool bForce);
89  void RecordDemoAILog(const struct FString& LogText);
90  void Destroyed();
92  void ReachedMoveGoal();
93  float GetDestinationOffset();
94  class UGameAICommand* GetAICommandInStack(class UClass* InClass);
95  class UGameAICommand* FindCommandOfClass(class UClass* SearchClass);
96  void DumpCommandStack();
97  void CheckCommandCount();
99  bool AbortCommand(class UGameAICommand* AbortCmd, class UClass* AbortClass);
100  void PopCommand(class UGameAICommand* ToBePoppedCommand);
101  void PushCommand(class UGameAICommand* NewCommand);
102  void AllCommands(class UClass* BaseClass, class UGameAICommand** Cmd);
103 };
104 
105 
106 // Class GameFramework.GameAICommand
107 // 0x0024 (0x0074 - 0x0050)
109 {
110 public:
111  class UGameAICommand* ChildCommand; // 0x0050(0x0008) (Edit, Const, Transient, EditInline)
112  struct FName ChildStatus; // 0x0058(0x0008) (Edit, Const, Transient)
113  class AGameAIController* GameAIOwner; // 0x0060(0x0008) (Edit, Transient)
114  struct FName Status; // 0x0068(0x0008) (Edit, Transient)
115  unsigned long bAllowNewSameClassInstance : 1; // 0x0070(0x0004)
116  unsigned long bReplaceActiveSameClassInstance : 1; // 0x0070(0x0004)
117  unsigned long bAborted : 1; // 0x0070(0x0004) (Transient)
118  unsigned long bIgnoreNotifies : 1; // 0x0070(0x0004)
119  unsigned long bIgnoreStepAside : 1; // 0x0070(0x0004)
120  unsigned long bPendingPop : 1; // 0x0070(0x0004) (Transient)
121 
122  static UClass* StaticClass()
123  {
124  static UClass* ptr = nullptr;
125  if (!ptr)
126  ptr = UObject::FindClass("Class GameFramework.GameAICommand");
127  return ptr;
128  }
129 
130 
131  bool HandlePathObstruction(class AActor* BlockedBy);
132  bool MoveUnreachable(const struct FVector& AttemptedDest, class AActor* AttemptedTarget);
133  void NotifyNeedRepath();
134  struct FString GetDebugVerboseText();
136  void DrawDebug(class AHUD* H, const struct FName& Category);
137  struct FString GetDumpString();
138  void Resumed(const struct FName& OldCommandName);
139  void Paused(class UGameAICommand* NewCommand);
140  void Popped();
141  void Pushed();
142  void PostPopped();
143  void PrePushed(class AGameAIController* AI);
144  bool AllowStateTransitionTo(const struct FName& StateName);
145  bool AllowTransitionTo(class UClass* AttemptCommand);
146  void Tick(float DeltaTime);
147  bool ShouldIgnoreNotifies();
148  void InternalTick(float DeltaTime);
149  void InternalResumed(const struct FName& OldCommandName);
150  void InternalPaused(class UGameAICommand* NewCommand);
151  void InternalPopped();
152  void InternalPushed();
153  void InternalPrePushed(class AGameAIController* AI);
154  bool STATIC_InitCommand(class AGameAIController* AI);
155  bool STATIC_InitCommandUserActor(class AGameAIController* AI, class AActor* UserActor);
156 };
157 
158 
159 // Class GameFramework.GameCameraBlockingVolume
160 // 0x0000 (0x02AC - 0x02AC)
162 {
163 public:
164 
165  static UClass* StaticClass()
166  {
167  static UClass* ptr = nullptr;
168  if (!ptr)
169  ptr = UObject::FindClass("Class GameFramework.GameCameraBlockingVolume");
170  return ptr;
171  }
172 
173 };
174 
175 
176 // Class GameFramework.GamePlayerController
177 // 0x0010 (0x0788 - 0x0778)
179 {
180 public:
181  unsigned long bWarnCrowdMembers : 1; // 0x0778(0x0004)
182  unsigned long bDebugCrowdAwareness : 1; // 0x0778(0x0004) (Edit)
183  unsigned long bIsWarmupPaused : 1; // 0x0778(0x0004) (Transient)
184  float AgentAwareRadius; // 0x077C(0x0004)
185  struct FName CurrentSoundMode; // 0x0780(0x0008) (Transient)
186 
187  static UClass* StaticClass()
188  {
189  static UClass* ptr = nullptr;
190  if (!ptr)
191  ptr = UObject::FindClass("Class GameFramework.GamePlayerController");
192  return ptr;
193  }
194 
195 
196  void ClientColorFade(const struct FColor& FadeColor, unsigned char FromAlpha, unsigned char ToAlpha, float FadeTime);
197  void WarmupPause(bool bDesiredPauseState);
198  bool CanUnpauseWarmup();
199  void GetCurrentMovie(struct FString* MovieName);
200  void ClientStopMovie(float DelayInSeconds, bool bAllowMovieToFinish, bool bForceStopNonSkippable, bool bForceStopLoadingMovie);
201  void ClientPlayMovie(const struct FString& MovieName, int InStartOfRenderingMovieFrame, int InEndOfRenderingMovieFrame, bool bRestrictPausing, bool bPlayOnceFromStream, bool bOnlyBackButtonSkipsMovie);
203  void STATIC_ShowLoadingMovie(bool bShowMovie, bool bPauseAfterHide, float PauseDuration, float KeepPlayingDuration, bool bOverridePreviousDelays);
204  void SetSoundMode(const struct FName& InSoundModeName);
205  void DoForceFeedbackForScreenShake(class UCameraShake* ShakeData, float Scale);
206  void NotifyCrowdAgentInRadius(class AGameCrowdAgent* Agent);
208  void CrowdDebug(bool bEnabled);
209  int GetUIPlayerIndex();
210  void OnToggleMouseCursor(class USeqAct_ToggleMouseCursor* inAction);
211 };
212 
213 
214 // Class GameFramework.GameCheatManager
215 // 0x0020 (0x0090 - 0x0070)
217 {
218 public:
220  class UClass* DebugCameraControllerClass; // 0x0078(0x0008)
221  struct FString DebugCameraControllerClassName; // 0x0080(0x0010) (Config, NeedCtorLink)
222 
223  static UClass* StaticClass()
224  {
225  static UClass* ptr = nullptr;
226  if (!ptr)
227  ptr = UObject::FindClass("Class GameFramework.GameCheatManager");
228  return ptr;
229  }
230 
231 
232  void EnableDebugCamera(bool bEnableDebugText);
233  void TeleportPawnToCamera(bool bToggleDebugCameraOff);
234  void ToggleDebugCamera(bool bDrawDebugText);
236 };
237 
238 
239 // Class GameFramework.GameCrowdAgent
240 // 0x0278 (0x04EC - 0x0274)
242 {
243 public:
244  struct FPointer VfTable_IInterface_RVO; // 0x0274(0x0008) (Const, Native, NoExport)
245  class UGameCrowdGroup* MyGroup; // 0x027C(0x0008)
246  struct FVector PreferredVelocity; // 0x0284(0x000C)
247  struct FVector PendingVelocity; // 0x0290(0x000C)
248  class AGameCrowdDestination* CurrentDestination; // 0x029C(0x0008)
249  class AGameCrowdDestination* BehaviorDestination; // 0x02A4(0x0008)
250  class AGameCrowdDestination* PreviousDestination; // 0x02AC(0x0008)
251  float InterpZTranslation; // 0x02B4(0x0004)
252  int Health; // 0x02B8(0x0004) (Edit)
253  float DeadBodyDuration; // 0x02BC(0x0004) (Edit)
254  class UDynamicLightEnvironmentComponent* LightEnvironment; // 0x02C0(0x0008) (Const, ExportObject, EditConst, Component, EditInline)
255  int ConformTraceFrameCount; // 0x02C8(0x0004) (Transient)
256  TArray<struct FNearbyDynamicItem> NearbyDynamics; // 0x02CC(0x0010) (Transient, NeedCtorLink)
257  unsigned long bUniformScale : 1; // 0x02DC(0x0004)
258  unsigned long bCheckForObstacles : 1; // 0x02DC(0x0004) (Edit)
259  unsigned long bUseNavMeshPathing : 1; // 0x02DC(0x0004) (Edit)
260  unsigned long bWantsSeePlayerNotification : 1; // 0x02DC(0x0004)
261  unsigned long bAllowPitching : 1; // 0x02DC(0x0004) (Edit)
262  unsigned long bHitObstacle : 1; // 0x02DC(0x0004)
263  unsigned long bBadHitNormal : 1; // 0x02DC(0x0004)
264  unsigned long bSimulateThisTick : 1; // 0x02DC(0x0004)
265  unsigned long bPotentialEncounter : 1; // 0x02DC(0x0004)
266  unsigned long bIsPanicked : 1; // 0x02DC(0x0004)
267  unsigned long bWantsGroupIdle : 1; // 0x02DC(0x0004)
268  unsigned long bPreferVisibleDestination : 1; // 0x02DC(0x0004) (Edit)
269  unsigned long bPreferVisibleDestinationOnSpawn : 1; // 0x02DC(0x0004) (Edit)
270  unsigned long bHasNotifiedSpawner : 1; // 0x02DC(0x0004)
271  unsigned long bIsInSpawnPool : 1; // 0x02DC(0x0004)
272  unsigned long bPaused : 1; // 0x02DC(0x0004) (Edit)
273  TEnumAsByte<EConformType> ConformType; // 0x02E0(0x0001) (Edit)
274  unsigned char UnknownData00[0x3]; // 0x02E1(0x0003) MISSED OFFSET
275  float ConformTraceDist; // 0x02E4(0x0004) (Edit)
276  int ConformTraceInterval; // 0x02E8(0x0004) (Edit)
277  int CurrentConformTraceInterval; // 0x02EC(0x0004)
278  float LastGroundZ; // 0x02F0(0x0004)
279  float AwareRadius; // 0x02F4(0x0004) (Edit)
280  float AvoidOtherRadius; // 0x02F8(0x0004) (Edit)
281  TArray<struct FAvoidOtherSampleItem> AvoidOtherSampleList; // 0x02FC(0x0010) (Edit, NeedCtorLink)
282  float PENALTY_COEFF_ANGLETOGOAL; // 0x030C(0x0004) (Edit)
283  float PENALTY_COEFF_ANGLETOVEL; // 0x0310(0x0004) (Edit)
284  float PENALTY_COEFF_MAG; // 0x0314(0x0004) (Edit)
285  float MIN_PENALTY_THRESHOLD; // 0x0318(0x0004) (Edit)
286  float LastProgressTime; // 0x031C(0x0004) (Edit)
287  float LastFallbackActiveTime; // 0x0320(0x0004) (Edit)
288  float MaxPathLaneValue; // 0x0324(0x0004) (Edit)
289  float CurrentPathLaneValue; // 0x0328(0x0004) (Edit)
290  int ExtraPathCost; // 0x032C(0x0004) (Edit)
291  float RotateToTargetSpeed; // 0x0330(0x0004) (Edit)
292  float MaxYawRate; // 0x0334(0x0004) (Edit)
293  struct FVector MeshMinScale3D; // 0x0338(0x000C) (Edit)
294  struct FVector MeshMaxScale3D; // 0x0344(0x000C) (Edit)
295  float EyeZOffset; // 0x0350(0x0004)
296  float ProximityLODDist; // 0x0354(0x0004) (Edit)
297  float VisibleProximityLODDist; // 0x0358(0x0004) (Edit)
298  struct FVector LastKnownGoodPosition; // 0x035C(0x000C)
299  float GroundOffset; // 0x0368(0x0004) (Edit)
300  struct FVector IntermediatePoint; // 0x036C(0x000C)
301  struct FVector SearchExtent; // 0x0378(0x000C)
302  class UClass* NavigationHandleClass; // 0x0384(0x0008)
303  class UNavigationHandle* NavigationHandle; // 0x038C(0x0008)
304  int ObstacleCheckCount; // 0x0394(0x0004)
305  float WalkableFloorZ; // 0x0398(0x0004)
306  float LastPathingAttempt; // 0x039C(0x0004)
307  float LastUpdateTime; // 0x03A0(0x0004)
308  float NotVisibleLifeSpan; // 0x03A4(0x0004) (Edit)
309  class AGameCrowdAgent* MyArchetype; // 0x03A8(0x0008)
310  float MaxWalkingSpeed; // 0x03B0(0x0004) (Edit)
311  float MaxRunningSpeed; // 0x03B4(0x0004) (Edit)
312  float MaxSpeed; // 0x03B8(0x0004)
313  TArray<struct FRecentInteraction> RecentInteractions; // 0x03BC(0x0010) (NeedCtorLink)
314  float BeaconMaxDist; // 0x03CC(0x0004)
315  struct FVector BeaconOffset; // 0x03D0(0x000C)
316  class UTexture2D* BeaconTexture; // 0x03DC(0x0008) (Const)
317  struct FLinearColor BeaconColor; // 0x03E4(0x0010) (Const)
318  class USoundCue* AmbientSoundCue; // 0x03F4(0x0008) (Edit)
319  class UAudioComponent* AmbientSoundComponent; // 0x03FC(0x0008) (ExportObject, Component, EditInline)
320  class UGameCrowdAgentBehavior* CurrentBehavior; // 0x0404(0x0008)
321  float CurrentBehaviorActivationTime; // 0x040C(0x0004)
322  TArray<struct FBehaviorEntry> EncounterAgentBehaviors; // 0x0410(0x0010) (Edit, NeedCtorLink)
323  TArray<struct FBehaviorEntry> SeePlayerBehaviors; // 0x0420(0x0010) (Edit, NeedCtorLink)
324  float MaxSeePlayerDistSq; // 0x0430(0x0004)
325  float SeePlayerInterval; // 0x0434(0x0004) (Edit)
326  TArray<struct FBehaviorEntry> SpawnBehaviors; // 0x0438(0x0010) (Edit, NeedCtorLink)
327  TArray<struct FBehaviorEntry> UneasyBehaviors; // 0x0448(0x0010) (Edit, NeedCtorLink)
328  TArray<struct FBehaviorEntry> AlertBehaviors; // 0x0458(0x0010) (Edit, NeedCtorLink)
329  TArray<struct FBehaviorEntry> PanicBehaviors; // 0x0468(0x0010) (Edit, NeedCtorLink)
330  TArray<struct FBehaviorEntry> RandomBehaviors; // 0x0478(0x0010) (Edit, NeedCtorLink)
331  TArray<struct FBehaviorEntry> TakeDamageBehaviors; // 0x0488(0x0010) (Edit, NeedCtorLink)
332  float RandomBehaviorInterval; // 0x0498(0x0004) (Edit)
333  float ForceUpdateTime; // 0x049C(0x0004)
334  float ReachThreshold; // 0x04A0(0x0004)
335  TArray<struct FBehaviorEntry> GroupWaitingBehaviors; // 0x04A4(0x0010) (Edit, NeedCtorLink)
336  float DesiredGroupRadius; // 0x04B4(0x0004) (Edit)
337  float DesiredGroupRadiusSq; // 0x04B8(0x0004)
338  float MaxLOSLifeDistanceSq; // 0x04BC(0x0004)
340  struct FVector SpawnOffset; // 0x04D0(0x000C)
341  float InitialLastRenderTime; // 0x04DC(0x0004)
342  struct FColor DebugAgentColor; // 0x04E0(0x0004) (Edit)
343  class AGameCrowdDestination* DebugSpawnDest; // 0x04E4(0x0008) (Edit)
344 
345  static UClass* StaticClass()
346  {
347  static UClass* ptr = nullptr;
348  if (!ptr)
349  ptr = UObject::FindClass("Class GameFramework.GameCrowdAgent");
350  return ptr;
351  }
352 
353 
354  void InitDebugColor();
355  struct FString GetBehaviorString();
356  struct FString GetDestString();
357  void PostRenderFor(class APlayerController* PC, class UCanvas* Canvas, const struct FVector& CameraPosition, const struct FVector& CameraDir);
358  void NativePostRenderFor(class APlayerController* PC, class UCanvas* Canvas, const struct FVector& CameraPosition, const struct FVector& CameraDir);
359  struct FVector GeneratePathToActor(class AActor* Goal, float WithinDistance, bool bAllowPartialPath);
360  void InitNavigationHandle();
361  void OverlappedActorEvent(class AActor* A);
362  void TakeDamage(int DamageAmount, class AController* EventInstigator, const struct FVector& HitLocation, const struct FVector& Momentum, class UClass* DamageType, const struct FTraceHitInfo& HitInfo, class AActor* DamageCauser);
363  void FireDeathEvent();
364  void PlayDeath(const struct FVector& KillMomentum);
365  void UpdateIntermediatePoint(class AActor* DestinationActor);
366  bool CalcCamera(float fDeltaTime, struct FVector* out_CamLoc, struct FRotator* out_CamRot, float* out_FOV);
367  bool IsIdle();
368  void SetCurrentBehavior(class UGameCrowdAgentBehavior* BehaviorArchetype);
369  void StopBehavior();
370  void HandleBehaviorEvent(TEnumAsByte<ECrowdBehaviorEvent> EventType, class AActor* InInstigator, bool bViralCause, bool bPropagateViralFlag);
371  void ActivateInstancedBehavior(class UGameCrowdAgentBehavior* NewBehaviorObject);
372  void ActivateBehavior(class UGameCrowdAgentBehavior* NewBehaviorArchetype, class AActor* LookAtActor);
373  void ResetSeePlayer();
374  void TryRandomBehavior();
375  void NotifySeePlayer(class APlayerController* PC);
376  void PlaySpawnBehavior();
378  void StopIdleAnimation();
379  void PlayIdleAnimation();
381  void InitializeAgent(class AActor* SpawnLoc, class AGameCrowdAgent* AgentTemplate, class UGameCrowdGroup* NewGroup, float AgentWarmupTime, bool bWarmupPosition, bool bCheckWarmupVisibility, TArray<struct FCrowdSpawnerPlayerInfo>* PlayerInfo);
382  struct FVector GetAttemptedSpawnLocation(float Pct, const struct FVector& CurPos, float CurRadius, const struct FVector& DestPos, float DestRadius);
383  void SetLighting(bool bEnableLightEnvironment, const struct FLightingChannelContainer& AgentLightingChannel, bool bCastShadows);
384  void DisplayDebug(class AHUD* HUD, float* out_YL, float* out_YPos);
385  void Destroyed();
386  void ResetPooledAgent();
387  void KillAgent();
388  void PostBeginPlay();
389  void SetMaxSpeed();
390  void SetCurrentDestination(class AGameCrowdDestination* NewDest);
391  void WaitForGroupMembers();
392  bool PickBehaviorFrom(TArray<struct FBehaviorEntry> BehaviorList, const struct FVector& BestCameraLoc);
393  bool IsPanicked();
394  void FellOutOfWorld(class UClass* dmgType);
395  struct FVector GetCollisionExtent();
396 };
397 
398 
399 // Class GameFramework.GameCrowdAgentSkeletal
400 // 0x00B4 (0x05A0 - 0x04EC)
402 {
403 public:
404  class USkeletalMeshComponent* SkeletalMeshComponent; // 0x04EC(0x0008) (Edit, ExportObject, Component, EditInline)
405  class UAnimNodeBlend* SpeedBlendNode; // 0x04F4(0x0008)
406  class UAnimNodeSlot* FullBodySlot; // 0x04FC(0x0008)
407  class UAnimNodeSequence* ActionSeqNode; // 0x0504(0x0008)
408  class UAnimNodeSequence* WalkSeqNode; // 0x050C(0x0008)
409  class UAnimNodeSequence* RunSeqNode; // 0x0514(0x0008)
410  class UAnimTree* AgentTree; // 0x051C(0x0008)
411  TArray<struct FName> WalkAnimNames; // 0x0524(0x0010) (Edit, NeedCtorLink)
412  TArray<struct FName> RunAnimNames; // 0x0534(0x0010) (Edit, NeedCtorLink)
413  TArray<struct FName> IdleAnimNames; // 0x0544(0x0010) (Edit, NeedCtorLink)
414  TArray<struct FName> DeathAnimNames; // 0x0554(0x0010) (Edit, NeedCtorLink)
415  float SpeedBlendStart; // 0x0564(0x0004) (Edit)
416  float SpeedBlendEnd; // 0x0568(0x0004) (Edit)
417  float AnimVelRate; // 0x056C(0x0004) (Edit)
418  float MaxSpeedBlendChangeSpeed; // 0x0570(0x0004) (Edit)
419  struct FName MoveSyncGroupName; // 0x0574(0x0008) (Edit)
420  TArray<struct FGameCrowdAttachmentList> Attachments; // 0x057C(0x0010) (Edit, NeedCtorLink)
421  float MaxTargetAcquireTime; // 0x058C(0x0004) (Edit)
422  unsigned long bUseRootMotionVelocity : 1; // 0x0590(0x0004) (Edit)
423  unsigned long bAllowSkeletonUpdateChangeBasedOnTickResult : 1; // 0x0590(0x0004) (Edit)
424  unsigned long bTickWhenNotVisible : 1; // 0x0590(0x0004) (Edit)
425  unsigned long bIsPlayingIdleAnimation : 1; // 0x0590(0x0004)
426  unsigned long bIsPlayingDeathAnimation : 1; // 0x0590(0x0004)
427  unsigned long bIsPlayingImportantAnimation : 1; // 0x0590(0x0004)
428  unsigned long bAnimateThisTick : 1; // 0x0590(0x0004)
429  float NotVisibleDisableTickTime; // 0x0594(0x0004) (Edit)
430  float MaxAnimationDistance; // 0x0598(0x0004) (Edit)
431  float MaxAnimationDistanceSq; // 0x059C(0x0004)
432 
433  static UClass* StaticClass()
434  {
435  static UClass* ptr = nullptr;
436  if (!ptr)
437  ptr = UObject::FindClass("Class GameFramework.GameCrowdAgentSkeletal");
438  return ptr;
439  }
440 
441 
442  void CreateAttachments();
443  void OnAnimEnd(class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime);
444  void StopIdleAnimation();
445  void PlayIdleAnimation();
446  void ClearLatentAnimation();
448  void SetRootMotion(bool bRootMotionEnabled);
449  void PlayDeath(const struct FVector& KillMomentum);
450  void SetLighting(bool bEnableLightEnvironment, const struct FLightingChannelContainer& AgentLightingChannel, bool bCastShadows);
451  void PostBeginPlay();
452 };
453 
454 
455 // Class GameFramework.GameCrowdAgentSM
456 // 0x0010 (0x04FC - 0x04EC)
458 {
459 public:
460  class UStaticMeshComponent* Mesh; // 0x04EC(0x0008) (Edit, ExportObject, Component, EditInline)
461  class UMaterialInstanceConstant* MeshColor; // 0x04F4(0x0008) (Edit)
462 
463  static UClass* StaticClass()
464  {
465  static UClass* ptr = nullptr;
466  if (!ptr)
467  ptr = UObject::FindClass("Class GameFramework.GameCrowdAgentSM");
468  return ptr;
469  }
470 
471 
472  void StopBehavior();
473  void ActivateBehavior(class UGameCrowdAgentBehavior* NewBehaviorArchetype, class AActor* LookAtActor);
474  void ChangeDebugColor(const struct FColor& InC);
475  void InitDebugColor();
476  void PostBeginPlay();
477 };
478 
479 
480 // Class GameFramework.GameCrowdAgentBehavior
481 // 0x003C (0x008C - 0x0050)
483 {
484 public:
487  unsigned char UnknownData00[0x2]; // 0x0052(0x0002) MISSED OFFSET
488  float DurationOfBehavior; // 0x0054(0x0004) (Edit)
489  float TimeUntilStopBehavior; // 0x0058(0x0004)
490  unsigned long bIdleBehavior : 1; // 0x005C(0x0004) (Edit)
491  unsigned long bFaceActionTargetFirst : 1; // 0x005C(0x0004) (Edit)
492  unsigned long bIsViralBehavior : 1; // 0x005C(0x0004) (Edit)
493  unsigned long bPassOnIsViralBehaviorFlag : 1; // 0x005C(0x0004) (Edit)
494  class AActor* ActionTarget; // 0x0060(0x0008)
495  float MaxPlayerDistance; // 0x0068(0x0004) (Edit)
496  float ViralRadius; // 0x006C(0x0004) (Edit)
497  float DurationBeforeBecomesViral; // 0x0070(0x0004) (Edit)
498  float TimeToBecomeViral; // 0x0074(0x0004) (Transient)
499  float DurationOfViralBehaviorPropagation; // 0x0078(0x0004) (Edit)
500  float TimeToStopPropagatingViralBehavior; // 0x007C(0x0004) (Transient)
501  class AGameCrowdAgent* MyAgent; // 0x0080(0x0008)
502  struct FColor DebugBehaviorColor; // 0x0088(0x0004) (Edit)
503 
504  static UClass* StaticClass()
505  {
506  static UClass* ptr = nullptr;
507  if (!ptr)
508  ptr = UObject::FindClass("Class GameFramework.GameCrowdAgentBehavior");
509  return ptr;
510  }
511 
512 
513  bool AllowBehaviorAt(class AGameCrowdDestination* Destination);
514  bool AllowThisDestination(class AGameCrowdDestination* Destination);
515  void PropagateViralBehaviorTo(class AGameCrowdAgent* OtherAgent);
516  class AActor* GetBehaviorInstigator();
517  void ActivatedBy(class AActor* NewActionTarget);
518  class AActor* GetDestinationActor();
519  void ChangingDestination(class AGameCrowdDestination* NewDest);
520  struct FString GetBehaviorString();
521  void OnAnimEnd(class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime);
522  void StopBehavior();
523  void InitBehavior(class AGameCrowdAgent* Agent);
524  bool HandleMovement();
525  void FinishedTargetRotation();
526  bool CanBeUsedBy(class AGameCrowdAgent* Agent, const struct FVector& CameraLoc);
527  void Tick(float DeltaTime);
528  bool ShouldEndIdle();
529  class AGameCrowdBehaviorPoint* STATIC_TriggerCrowdBehavior(TEnumAsByte<ECrowdBehaviorEvent> EventType, class AActor* Instigator, const struct FVector& AtLocation, float InRange, float InDuration, class AActor* BaseActor, bool bRequireLOS);
530 };
531 
532 
533 // Class GameFramework.GameCrowdBehavior_PlayAnimation
534 // 0x0038 (0x00C4 - 0x008C)
536 {
537 public:
538  TArray<struct FName> AnimationList; // 0x008C(0x0010) (Edit, NeedCtorLink)
539  float BlendInTime; // 0x009C(0x0004) (Edit)
540  float BlendOutTime; // 0x00A0(0x0004) (Edit)
541  unsigned long bUseRootMotion : 1; // 0x00A4(0x0004) (Edit)
542  unsigned long bLookAtPlayer : 1; // 0x00A4(0x0004) (Edit)
543  unsigned long bLooping : 1; // 0x00A4(0x0004) (Edit)
544  unsigned long bBlendBetweenAnims : 1; // 0x00A4(0x0004) (Edit)
545  class AActor* CustomActionTarget; // 0x00A8(0x0008)
546  int LoopIndex; // 0x00B0(0x0004) (Edit)
547  float LoopTime; // 0x00B4(0x0004) (Edit)
548  class USeqAct_PlayAgentAnimation* AnimSequence; // 0x00B8(0x0008)
549  int AnimationIndex; // 0x00C0(0x0004)
550 
551  static UClass* StaticClass()
552  {
553  static UClass* ptr = nullptr;
554  if (!ptr)
555  ptr = UObject::FindClass("Class GameFramework.GameCrowdBehavior_PlayAnimation");
556  return ptr;
557  }
558 
559 
560  struct FString GetBehaviorString();
561  void StopBehavior();
562  void PlayAgentAnimationNow();
563  void OnAnimEnd(class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime);
564  void SetSequenceOutput();
565  void FinishedTargetRotation();
566  void InitBehavior(class AGameCrowdAgent* Agent);
567 };
568 
569 
570 // Class GameFramework.GameCrowdBehavior_RunFromPanic
571 // 0x0008 (0x0094 - 0x008C)
573 {
574 public:
575  class AActor* PanicFocus; // 0x008C(0x0008) (Transient)
576 
577  static UClass* StaticClass()
578  {
579  static UClass* ptr = nullptr;
580  if (!ptr)
581  ptr = UObject::FindClass("Class GameFramework.GameCrowdBehavior_RunFromPanic");
582  return ptr;
583  }
584 
585 
586  struct FString GetBehaviorString();
587  bool AllowBehaviorAt(class AGameCrowdDestination* Destination);
588  bool AllowThisDestination(class AGameCrowdDestination* Destination);
589  class AActor* GetBehaviorInstigator();
590  void StopBehavior();
591  void InitBehavior(class AGameCrowdAgent* Agent);
592  void ActivatedBy(class AActor* NewActionTarget);
593 };
594 
595 
596 // Class GameFramework.GameCrowdBehavior_WaitForGroup
597 // 0x0000 (0x008C - 0x008C)
599 {
600 public:
601 
602  static UClass* StaticClass()
603  {
604  static UClass* ptr = nullptr;
605  if (!ptr)
606  ptr = UObject::FindClass("Class GameFramework.GameCrowdBehavior_WaitForGroup");
607  return ptr;
608  }
609 
610 
611  void StopBehavior();
612  bool ShouldEndIdle();
613  struct FString GetBehaviorString();
614  void InitBehavior(class AGameCrowdAgent* Agent);
615 };
616 
617 
618 // Class GameFramework.GameCrowdBehavior_WaitInQueue
619 // 0x000C (0x0098 - 0x008C)
621 {
622 public:
623  unsigned long bStoppingBehavior : 1; // 0x008C(0x0004)
625 
626  static UClass* StaticClass()
627  {
628  static UClass* ptr = nullptr;
629  if (!ptr)
630  ptr = UObject::FindClass("Class GameFramework.GameCrowdBehavior_WaitInQueue");
631  return ptr;
632  }
633 
634 
635  void StopBehavior();
636  bool ShouldEndIdle();
637  struct FString GetBehaviorString();
638  class AActor* GetDestinationActor();
639  void ChangingDestination(class AGameCrowdDestination* NewDest);
640  bool HandleMovement();
641 };
642 
643 
644 // Class GameFramework.GameCrowdGroup
645 // 0x0010 (0x0060 - 0x0050)
646 class UGameCrowdGroup : public UObject
647 {
648 public:
649  TArray<class AGameCrowdAgent*> Members; // 0x0050(0x0010) (NeedCtorLink)
650 
651  static UClass* StaticClass()
652  {
653  static UClass* ptr = nullptr;
654  if (!ptr)
655  ptr = UObject::FindClass("Class GameFramework.GameCrowdGroup");
656  return ptr;
657  }
658 
659 
660  void UpdateDestinations(class AGameCrowdDestination* NewDestination);
661  void RemoveMember(class AGameCrowdAgent* Agent);
662  void AddMember(class AGameCrowdAgent* Agent);
663 };
664 
665 
666 // Class GameFramework.GameCrowdInfoVolume
667 // 0x0010 (0x02B8 - 0x02A8)
669 {
670 public:
671  TArray<class AGameCrowdDestination*> PotentialSpawnPoints; // 0x02A8(0x0010) (Edit, NeedCtorLink)
672 
673  static UClass* StaticClass()
674  {
675  static UClass* ptr = nullptr;
676  if (!ptr)
677  ptr = UObject::FindClass("Class GameFramework.GameCrowdInfoVolume");
678  return ptr;
679  }
680 
681 
682  void UnTouch(class AActor* Other);
683  void Touch(class AActor* Other, class UPrimitiveComponent* OtherComp, const struct FVector& HitLocation, const struct FVector& HitNormal);
684 };
685 
686 
687 // Class GameFramework.GameCrowdInteractionPoint
688 // 0x000C (0x0278 - 0x026C)
690 {
691 public:
692  unsigned long bIsEnabled : 1; // 0x026C(0x0004) (Edit, Net)
693  class UCylinderComponent* CylinderComponent; // 0x0270(0x0008) (Edit, ExportObject, Component, EditInline)
694 
695  static UClass* StaticClass()
696  {
697  static UClass* ptr = nullptr;
698  if (!ptr)
699  ptr = UObject::FindClass("Class GameFramework.GameCrowdInteractionPoint");
700  return ptr;
701  }
702 
703 
704  void OnToggle(class USeqAct_Toggle* Action);
705 };
706 
707 
708 // Class GameFramework.GameCrowdBehaviorPoint
709 // 0x0018 (0x0290 - 0x0278)
711 {
712 public:
713  float RadiusOfBehaviorEvent; // 0x0278(0x0004) (Config)
714  float DurationOfBehaviorEvent; // 0x027C(0x0004) (Config)
715  TEnumAsByte<ECrowdBehaviorEvent> EventType; // 0x0280(0x0001) (Edit)
716  unsigned char UnknownData00[0x3]; // 0x0281(0x0003) MISSED OFFSET
717  unsigned long bRequireLOS : 1; // 0x0284(0x0004) (Edit)
718  class AActor* Initiator; // 0x0288(0x0008)
719 
720  static UClass* StaticClass()
721  {
722  static UClass* ptr = nullptr;
723  if (!ptr)
724  ptr = UObject::FindClass("Class GameFramework.GameCrowdBehaviorPoint");
725  return ptr;
726  }
727 
728 
729  void Touch(class AActor* Other, class UPrimitiveComponent* OtherComp, const struct FVector& HitLocation, const struct FVector& HitNormal);
730  void DestroySelf();
731  void PostBeginPlay();
732 };
733 
734 
735 // Class GameFramework.GameCrowdDestination
736 // 0x00A8 (0x0320 - 0x0278)
738 {
739 public:
740  struct FPointer VfTable_IEditorLinkSelectionInterface; // 0x0278(0x0008) (Const, Native, NoExport)
741  unsigned long bKillWhenReached : 1; // 0x0280(0x0004) (Edit)
742  unsigned long bAllowAsPreviousDestination : 1; // 0x0280(0x0004) (Edit)
743  unsigned long bAvoidWhenPanicked : 1; // 0x0280(0x0004) (Edit)
744  unsigned long bSkipBehaviorIfPanicked : 1; // 0x0280(0x0004) (Edit)
745  unsigned long bFleeDestination : 1; // 0x0280(0x0004) (Edit)
746  unsigned long bMustReachExactly : 1; // 0x0280(0x0004) (Edit)
747  unsigned long bHasRestrictions : 1; // 0x0280(0x0004)
748  unsigned long bAllowsSpawning : 1; // 0x0280(0x0004) (Edit)
749  unsigned long bAllowCloudSpawning : 1; // 0x0280(0x0004) (Edit)
750  unsigned long bAllowVisibleSpawning : 1; // 0x0280(0x0004) (Edit)
751  unsigned long bLineSpawner : 1; // 0x0280(0x0004) (Edit)
752  unsigned long bSpawnAtEdge : 1; // 0x0280(0x0004) (Edit)
753  unsigned long bSoftPerimeter : 1; // 0x0280(0x0004) (Edit)
754  unsigned long bIsVisible : 1; // 0x0280(0x0004)
755  unsigned long bWillBeVisible : 1; // 0x0280(0x0004)
756  unsigned long bCanSpawnHereNow : 1; // 0x0280(0x0004)
757  unsigned long bIsBeyondSpawnDistance : 1; // 0x0280(0x0004)
758  unsigned long bAdjacentToVisibleNode : 1; // 0x0280(0x0004)
759  unsigned long bHasNavigationMesh : 1; // 0x0280(0x0004)
760  TArray<class AGameCrowdDestination*> NextDestinations; // 0x0284(0x0010) (Edit, DuplicateTransient, NeedCtorLink)
761  class AGameCrowdDestinationQueuePoint* QueueHead; // 0x0294(0x0008) (Edit, DuplicateTransient)
762  int Capacity; // 0x029C(0x0004) (Edit)
763  float Frequency; // 0x02A0(0x0004) (Edit)
764  int CustomerCount; // 0x02A4(0x0004)
765  TArray<class UClass*> SupportedAgentClasses; // 0x02A8(0x0010) (Edit, NeedCtorLink)
766  TArray<class UObject*> SupportedArchetypes; // 0x02B8(0x0010) (Edit, NeedCtorLink)
767  TArray<class UClass*> RestrictedAgentClasses; // 0x02C8(0x0010) (Edit, NeedCtorLink)
768  TArray<class UObject*> RestrictedArchetypes; // 0x02D8(0x0010) (Edit, NeedCtorLink)
769  float ExactReachTolerance; // 0x02E8(0x0004)
770  struct FName InteractionTag; // 0x02EC(0x0008) (Edit)
771  float InteractionDelay; // 0x02F4(0x0004) (Edit)
772  TArray<struct FBehaviorEntry> ReachedBehaviors; // 0x02F8(0x0010) (Edit, NeedCtorLink)
773  class AGameCrowdAgent* AgentEnRoute; // 0x0308(0x0008)
774  float Priority; // 0x0310(0x0004)
775  float LastSpawnTime; // 0x0314(0x0004)
776  class AGameCrowdPopulationManager* MyPopMgr; // 0x0318(0x0008) (Transient)
777 
778  static UClass* StaticClass()
779  {
780  static UClass* ptr = nullptr;
781  if (!ptr)
782  ptr = UObject::FindClass("Class GameFramework.GameCrowdDestination");
783  return ptr;
784  }
785 
786 
787  void DrawDebug(bool bPresistent, TArray<struct FCrowdSpawnerPlayerInfo>* PlayerInfo);
788  float GetDestinationRadius();
789  void PrioritizeSpawnPoint(float MaxSpawnDist, TArray<struct FCrowdSpawnerPlayerInfo>* PlayerInfo);
790  bool AnalyzeSpawnPoint(float MaxSpawnDistSq, bool bForceNavMeshPathing, class UNavigationHandle* NavHandle, TArray<struct FCrowdSpawnerPlayerInfo>* PlayerInfo);
791  void GetSpawnPosition(class USeqAct_GameCrowdSpawner* Spawner, struct FVector* SpawnPos, struct FRotator* SpawnRot);
792  float GetSpawnRadius();
793  bool AllowableDestinationFor(class AGameCrowdAgent* Agent);
794  bool AtCapacity(unsigned char CheckCnt);
795  void IncrementCustomerCount(class AGameCrowdAgent* ArrivingAgent);
796  void DecrementCustomerCount(class AGameCrowdAgent* DepartingAgent);
797  void PickNewDestinationFor(class AGameCrowdAgent* Agent, bool bIgnoreRestrictions);
798  void ReachedDestination(class AGameCrowdAgent* Agent);
799  void Destroyed();
800  void PostBeginPlay();
801  bool ReachedByAgent(class AGameCrowdAgent* Agent, const struct FVector& TestPosition, bool bTestExactly);
802 };
803 
804 
805 // Class GameFramework.GameCrowdDestinationQueuePoint
806 // 0x0030 (0x02A8 - 0x0278)
808 {
809 public:
810  class AGameCrowdDestinationQueuePoint* NextQueuePosition; // 0x0278(0x0008) (Edit)
812  class AGameCrowdAgent* QueuedAgent; // 0x0288(0x0008)
813  class AGameCrowdDestination* QueueDestination; // 0x0290(0x0008) (Transient)
814  unsigned long bClearingQueue : 1; // 0x0298(0x0004)
815  unsigned long bPendingAdvance : 1; // 0x0298(0x0004)
816  float AverageReactionTime; // 0x029C(0x0004) (Edit)
817  class UClass* QueueBehaviorClass; // 0x02A0(0x0008)
818 
819  static UClass* StaticClass()
820  {
821  static UClass* ptr = nullptr;
822  if (!ptr)
823  ptr = UObject::FindClass("Class GameFramework.GameCrowdDestinationQueuePoint");
824  return ptr;
825  }
826 
827 
828  bool HasCustomer();
829  void ClearQueue(class AGameCrowdAgent* OldCustomer);
830  void AddCustomer(class AGameCrowdAgent* NewCustomer, class AGameCrowdInteractionPoint* PreviousPosition);
831  void ActuallyAdvance();
832  void AdvanceCustomerTo(class AGameCrowdInteractionPoint* FrontPosition);
833  void ReachedDestination(class AGameCrowdAgent* Agent);
834  bool HasSpace();
835  bool QueueReachedBy(class AGameCrowdAgent* Agent, const struct FVector& TestPosition);
836 };
837 
838 
839 // Class GameFramework.GameCrowdPopulationManager
840 // 0x00FC (0x0368 - 0x026C)
842 {
843 public:
844  struct FPointer VfTable_IInterface_NavigationHandle; // 0x026C(0x0008) (Const, Native, NoExport)
845  struct FCrowdSpawnInfoItem CloudSpawnInfo; // 0x0274(0x0090) (NeedCtorLink)
846  TArray<struct FCrowdSpawnInfoItem> ScriptedSpawnInfo; // 0x0304(0x0010) (NeedCtorLink)
847  class AGameCrowdInfoVolume* ActiveCrowdInfoVolume; // 0x0314(0x0008)
849  float SplitScreenNumReduction; // 0x032C(0x0004)
850  float PlayerPositionPredictionTime; // 0x0330(0x0004)
851  float HeadVisibilityOffset; // 0x0334(0x0004)
852  class UClass* NavigationHandleClass; // 0x0338(0x0008)
853  class UNavigationHandle* NavigationHandle; // 0x0340(0x0008)
854  class AGameCrowdAgent* QueryingAgent; // 0x0348(0x0008)
855  TArray<struct FCrowdSpawnerPlayerInfo> PlayerInfo; // 0x0350(0x0010) (NeedCtorLink)
856  float LastPlayerInfoUpdateTime; // 0x0360(0x0004)
857  unsigned long bDebugSpawns : 1; // 0x0364(0x0004) (Edit)
858  unsigned long bPauseCrowd : 1; // 0x0364(0x0004) (Edit)
859 
860  static UClass* StaticClass()
861  {
862  static UClass* ptr = nullptr;
863  if (!ptr)
864  ptr = UObject::FindClass("Class GameFramework.GameCrowdPopulationManager");
865  return ptr;
866  }
867 
868 
869  class AGameCrowdAgent* CreateNewAgent(class AGameCrowdDestination* SpawnLoc, class AGameCrowdAgent* AgentTemplate, class UGameCrowdGroup* NewGroup, struct FCrowdSpawnInfoItem* Item);
870  bool Warmup(int WarmupNum, struct FCrowdSpawnInfoItem* Item);
871  class AGameCrowdAgent* SpawnAgent(class AGameCrowdDestination* SpawnLoc, struct FCrowdSpawnInfoItem* Item);
872  class AGameCrowdAgent* SpawnAgentByIdx(int SpawnerIdx, class AGameCrowdDestination* SpawnLoc);
873  bool ValidateSpawnAt(class AGameCrowdDestination* Candidate, struct FCrowdSpawnInfoItem* Item);
875  void AnalyzeSpawnPoints(int StartIndex, int NumToUpdate, struct FCrowdSpawnInfoItem* Item);
876  void PrioritizeSpawnPoints(float DeltaTime, struct FCrowdSpawnInfoItem* Item);
878  bool GetPlayerInfo();
880  bool UpdateSpawner(float DeltaTime, struct FCrowdSpawnInfoItem* Item);
881  void UpdateAllSpawners(float DeltaTime);
882  void Tick(float DeltaTime);
884  bool IsSpawningActive();
885  void DisplayDebug(class AHUD* HUD, float* out_YL, float* out_YPos);
886  void AgentDestroyed(class AGameCrowdAgent* Agent);
887  void FlushAllAgents();
888  void FlushAgents(const struct FCrowdSpawnInfoItem& Item);
890  void SetCrowdInfoVolume(class AGameCrowdInfoVolume* Vol);
891  void RemoveSpawnPoint(class AGameCrowdDestination* GCD);
892  void AddSpawnPoint(class AGameCrowdDestination* GCD);
893  void NotifyPathChanged();
894  void PostBeginPlay();
895 };
896 
897 
898 // Class GameFramework.GameCrowdReplicationActor
899 // 0x0010 (0x027C - 0x026C)
901 {
902 public:
903  class USeqAct_GameCrowdSpawner* Spawner; // 0x026C(0x0008) (Net)
904  unsigned long bSpawningActive : 1; // 0x0274(0x0004) (Net)
905  int DestroyAllCount; // 0x0278(0x0004) (Net)
906 
907  static UClass* StaticClass()
908  {
909  static UClass* ptr = nullptr;
910  if (!ptr)
911  ptr = UObject::FindClass("Class GameFramework.GameCrowdReplicationActor");
912  return ptr;
913  }
914 
915 
916  void ReplicatedEvent(const struct FName& VarName);
917 };
918 
919 
920 // Class GameFramework.GameCrowdSpawnRelativeActor
921 // 0x0000 (0x026C - 0x026C)
923 {
924 public:
925 
926  static UClass* StaticClass()
927  {
928  static UClass* ptr = nullptr;
929  if (!ptr)
930  ptr = UObject::FindClass("Class GameFramework.GameCrowdSpawnRelativeActor");
931  return ptr;
932  }
933 
934 };
935 
936 
937 // Class GameFramework.GameDestinationConnRenderingComponent
938 // 0x0000 (0x0274 - 0x0274)
940 {
941 public:
942 
943  static UClass* StaticClass()
944  {
945  static UClass* ptr = nullptr;
946  if (!ptr)
947  ptr = UObject::FindClass("Class GameFramework.GameDestinationConnRenderingComponent");
948  return ptr;
949  }
950 
951 };
952 
953 
954 // Class GameFramework.GameExplosion
955 // 0x00E8 (0x0138 - 0x0050)
956 class UGameExplosion : public UObject
957 {
958 public:
959  unsigned long bDirectionalExplosion : 1; // 0x0050(0x0004) (Edit)
960  unsigned long bIgnoreInstigator : 1; // 0x0050(0x0004) (Transient)
961  unsigned long bAllowTeammateCringes : 1; // 0x0050(0x0004) (Edit)
962  unsigned long bFullDamageToAttachee : 1; // 0x0050(0x0004) (Transient)
963  unsigned long bAttachExplosionEmitterToAttachee : 1; // 0x0050(0x0004) (Edit)
964  unsigned long bPerformRadialBlurRelevanceCheck : 1; // 0x0050(0x0004) (Edit)
965  unsigned long bCausesFracture : 1; // 0x0050(0x0004) (Edit)
966  unsigned long bAllowPerMaterialFX : 1; // 0x0050(0x0004) (Edit)
967  unsigned long bParticleSystemIsBeingOverriddenDontUsePhysMatVersion : 1;// 0x0050(0x0004) (Edit)
968  unsigned long bSkipDefaultPhysMatParticleSystem : 1; // 0x0050(0x0004) (Edit)
969  unsigned long bUseMapSpecificValues : 1; // 0x0050(0x0004) (Edit)
970  unsigned long bUseOverlapCheck : 1; // 0x0050(0x0004) (Edit)
971  unsigned long bOrientCameraShakeTowardsEpicenter : 1; // 0x0050(0x0004) (Edit)
972  unsigned long bAutoControllerVibration : 1; // 0x0050(0x0004) (Edit)
973  float DirectionalExplosionAngleDeg; // 0x0054(0x0004) (Edit)
974  float DamageDelay; // 0x0058(0x0004) (Edit)
975  float Damage; // 0x005C(0x0004) (Edit)
976  float DamageRadius; // 0x0060(0x0004) (Edit)
977  float DamageFalloffExponent; // 0x0064(0x0004) (Edit)
978  class AActor* ActorToIgnoreForDamage; // 0x0068(0x0008) (Transient)
979  class UClass* ActorClassToIgnoreForDamage; // 0x0070(0x0008) (Edit)
980  class UClass* ActorClassToIgnoreForKnockdownsAndCringes; // 0x0078(0x0008) (Edit)
981  class UClass* MyDamageType; // 0x0080(0x0008) (Edit)
982  float KnockDownRadius; // 0x0088(0x0004) (Edit)
983  float KnockDownStrength; // 0x008C(0x0004) (Edit)
984  float CringeRadius; // 0x0090(0x0004) (Edit)
985  struct FVector2D CringeDuration; // 0x0094(0x0008) (Edit)
986  float MomentumTransferScale; // 0x009C(0x0004) (Edit)
987  class UParticleSystem* ParticleEmitterTemplate; // 0x00A0(0x0008) (Edit)
988  float ExplosionEmitterScale; // 0x00A8(0x0004) (Edit)
989  class AActor* HitActor; // 0x00AC(0x0008)
990  struct FVector HitLocation; // 0x00B4(0x000C)
991  struct FVector HitNormal; // 0x00C0(0x000C)
992  class USoundCue* ExplosionSound; // 0x00CC(0x0008) (Edit)
993  class USoundCue* ExplosionSoundHurtSomeone; // 0x00D4(0x0008) (Edit)
994  class UPointLightComponent* ExploLight; // 0x00DC(0x0008) (Edit, ExportObject, Component, EditInline)
995  float ExploLightFadeOutTime; // 0x00E4(0x0004) (Edit)
996  class URadialBlurComponent* ExploRadialBlur; // 0x00E8(0x0008) (Edit, ExportObject, Component, EditInline)
997  float ExploRadialBlurFadeOutTime; // 0x00F0(0x0004) (Edit)
998  float ExploRadialBlurMaxBlur; // 0x00F4(0x0004) (Edit)
999  float FractureMeshRadius; // 0x00F8(0x0004) (Edit)
1000  float FracturePartVel; // 0x00FC(0x0004) (Edit)
1001  class UCameraShake* CamShake; // 0x0100(0x0008) (Edit, EditInline)
1002  class UCameraShake* CamShake_Left; // 0x0108(0x0008) (Edit, EditInline)
1003  class UCameraShake* CamShake_Right; // 0x0110(0x0008) (Edit, EditInline)
1004  class UCameraShake* CamShake_Rear; // 0x0118(0x0008) (Edit, EditInline)
1005  float CamShakeInnerRadius; // 0x0120(0x0004) (Edit)
1006  float CamShakeOuterRadius; // 0x0124(0x0004) (Edit)
1007  float CamShakeFalloff; // 0x0128(0x0004) (Edit)
1008  class UClass* CameraLensEffect; // 0x012C(0x0008) (Edit)
1009  float CameraLensEffectRadius; // 0x0134(0x0004) (Edit)
1010 
1012  {
1013  static UClass* ptr = nullptr;
1014  if (!ptr)
1015  ptr = UObject::FindClass("Class GameFramework.GameExplosion");
1016  return ptr;
1017  }
1018 
1019 };
1020 
1021 
1022 // Class GameFramework.GameExplosionActor
1023 // 0x0078 (0x02E4 - 0x026C)
1025 {
1026 public:
1027  unsigned long bHasExploded : 1; // 0x026C(0x0004) (Transient)
1028  unsigned long bExplodeMoreThanOnce : 1; // 0x026C(0x0004) (Edit)
1029  unsigned long bTrackExplosionParticleSystemLifespan : 1; // 0x026C(0x0004)
1030  unsigned long bDrawDebug : 1; // 0x026C(0x0004)
1031  class UPointLightComponent* ExplosionLight; // 0x0270(0x0008) (ExportObject, Transient, Component, EditInline)
1032  class URadialBlurComponent* ExplosionRadialBlur; // 0x0278(0x0008) (ExportObject, Transient, Component, EditInline)
1033  float LightFadeTime; // 0x0280(0x0004) (Transient)
1034  float LightFadeTimeRemaining; // 0x0284(0x0004) (Transient)
1035  float LightInitialBrightness; // 0x0288(0x0004) (Transient)
1036  float RadialBlurFadeTime; // 0x028C(0x0004) (Transient)
1037  float RadialBlurFadeTimeRemaining; // 0x0290(0x0004) (Transient)
1038  float RadialBlurMaxBlurAmount; // 0x0294(0x0004) (Transient)
1039  class UGameExplosion* ExplosionTemplate; // 0x0298(0x0008)
1040  class URB_RadialImpulseComponent* RadialImpulseComponent; // 0x02A0(0x0008) (ExportObject, Component, EditInline)
1041  class AController* InstigatorController; // 0x02A8(0x0008)
1042  class AActor* HitActorFromPhysMaterialTrace; // 0x02B0(0x0008)
1043  struct FVector HitLocationFromPhysMaterialTrace; // 0x02B8(0x000C)
1044  class AActor* Attachee; // 0x02C4(0x0008)
1045  class AController* AttacheeController; // 0x02CC(0x0008)
1046  float DirectionalExplosionMinDot; // 0x02D4(0x0004) (Transient)
1047  struct FVector ExplosionDirection; // 0x02D8(0x000C) (Net, Transient)
1048 
1050  {
1051  static UClass* ptr = nullptr;
1052  if (!ptr)
1053  ptr = UObject::FindClass("Class GameFramework.GameExplosionActor");
1054  return ptr;
1055  }
1056 
1057 
1058  class UCameraShake* ChooseCameraShake(const struct FVector& Epicenter, class APlayerController* PC);
1059  void SpawnCameraLensEffects();
1060  void DoExplosionCameraEffects();
1061  void DrawDebug();
1062  void DelayedExplosionDamage();
1063  void Explode(class UGameExplosion* NewExplosionTemplate, const struct FVector& Direction);
1064  void SpawnExplosionFogVolume();
1065  void SpawnExplosionDecal();
1066  void SpawnExplosionParticleSystem(class UParticleSystem* Template);
1068  void SpecialCringeEffectsFor(class AActor* Victim, float VictimDist);
1069  void SpecialPawnEffectsFor(class AGamePawn* VictimPawn, float VictimDist);
1070  float GetEffectCheckRadius(bool bCauseDamage, bool bCauseFractureEffects, bool bCauseEffects);
1071  bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects);
1072  float STATIC_BoxDistanceToPoint(const struct FVector& Start, const struct FBox& BBox);
1073  bool IsBehindExplosion(class AActor* A);
1074  bool DoFullDamageToActor(class AActor* Victim);
1076  void PreBeginPlay();
1077 };
1078 
1079 
1080 // Class GameFramework.GamePawn
1081 // 0x0004 (0x0584 - 0x0580)
1082 class AGamePawn : public APawn
1083 {
1084 public:
1085  unsigned long bLastHitWasHeadShot : 1; // 0x0580(0x0004) (Net, Transient)
1086  unsigned long bRespondToExplosions : 1; // 0x0580(0x0004)
1087 
1089  {
1090  static UClass* ptr = nullptr;
1091  if (!ptr)
1092  ptr = UObject::FindClass("Class GameFramework.GamePawn");
1093  return ptr;
1094  }
1095 
1096 
1098  void ReattachMesh();
1099  void UpdateShadowSettings(bool bInWantShadow);
1100 };
1101 
1102 
1103 // Class GameFramework.DebugCameraController
1104 // 0x004C (0x07D4 - 0x0788)
1106 {
1107 public:
1108  struct FName PrimaryKey; // 0x0788(0x0008) (Config, GlobalConfig)
1109  struct FName SecondaryKey; // 0x0790(0x0008) (Config, GlobalConfig)
1110  struct FName UnselectKey; // 0x0798(0x0008) (Config, GlobalConfig)
1111  unsigned long bShowSelectedInfo : 1; // 0x07A0(0x0004) (Config, GlobalConfig)
1112  unsigned long bDrawDebugText : 1; // 0x07A0(0x0004)
1113  unsigned long bIsFrozenRendering : 1; // 0x07A0(0x0004)
1114  class UClass* HUDClass; // 0x07A4(0x0008)
1115  class APlayerController* OriginalControllerRef; // 0x07AC(0x0008)
1116  class UPlayer* OriginalPlayer; // 0x07B4(0x0008)
1117  class UDrawFrustumComponent* DrawFrustum; // 0x07BC(0x0008) (ExportObject, Component, EditInline)
1118  class AActor* SelectedActor; // 0x07C4(0x0008)
1119  class UPrimitiveComponent* SelectedComponent; // 0x07CC(0x0008) (ExportObject, Component, EditInline)
1120 
1122  {
1123  static UClass* ptr = nullptr;
1124  if (!ptr)
1125  ptr = UObject::FindClass("Class GameFramework.DebugCameraController");
1126  return ptr;
1127  }
1128 
1129 
1130  struct FString ConsoleCommand(const struct FString& Command, bool bWriteToLog);
1131  void ShowDebugSelectedInfo();
1132  bool NativeInputKey(int ControllerId, const struct FName& Key, TEnumAsByte<EInputEvent> Event, float AmountDepressed, bool bGamepad);
1133  void InitDebugInputSystem();
1134  void DisableDebugCamera();
1135  void NormalSpeed();
1136  void MoreSpeed();
1137  void SetFreezeRendering();
1138  void OnDeactivate(class APlayerController* PC);
1139  void OnActivate(class APlayerController* PC);
1140  void PostBeginPlay();
1141  void Unselect();
1142  void SecondarySelect(const struct FVector& HitLoc, const struct FVector& HitNormal, const struct FTraceHitInfo& HitInfo);
1143  void PrimarySelect(const struct FVector& HitLoc, const struct FVector& HitNormal, const struct FTraceHitInfo& HitInfo);
1144 };
1145 
1146 
1147 // Class GameFramework.GameTypes
1148 // 0x0000 (0x0050 - 0x0050)
1149 class UGameTypes : public UObject
1150 {
1151 public:
1152 
1154  {
1155  static UClass* ptr = nullptr;
1156  if (!ptr)
1157  ptr = UObject::FindClass("Class GameFramework.GameTypes");
1158  return ptr;
1159  }
1160 
1161 };
1162 
1163 
1164 // Class GameFramework.MobileHUD
1165 // 0x011C (0x06A8 - 0x058C)
1166 class AMobileHUD : public AHUD
1167 {
1168 public:
1169  unsigned long bShowGameHud : 1; // 0x058C(0x0004) (Config)
1170  unsigned long bShowMobileHud : 1; // 0x058C(0x0004) (Config)
1171  unsigned long bForceMobileHUD : 1; // 0x058C(0x0004) (Config, GlobalConfig)
1172  unsigned long bShowMobileTilt : 1; // 0x058C(0x0004) (Config)
1173  unsigned long bDebugTouches : 1; // 0x058C(0x0004) (Config)
1174  unsigned long bDebugZones : 1; // 0x058C(0x0004) (Config)
1175  unsigned long bDebugZonePresses : 1; // 0x058C(0x0004) (Config)
1176  unsigned long bShowMotionDebug : 1; // 0x058C(0x0004) (Config)
1177  class UTexture2D* JoystickBackground; // 0x0590(0x0008)
1178  struct FTextureUVs JoystickBackgroundUVs; // 0x0598(0x0010)
1179  class UTexture2D* JoystickHat; // 0x05A8(0x0008)
1180  struct FTextureUVs JoystickHatUVs; // 0x05B0(0x0010)
1181  class UTexture2D* ButtonImages[0x2]; // 0x05C0(0x0008)
1182  struct FTextureUVs ButtonUVs[0x2]; // 0x05D0(0x0010)
1183  class UFont* ButtonFont; // 0x05F0(0x0008)
1184  struct FColor ButtonCaptionColor; // 0x05F8(0x0004)
1185  class UTexture2D* TrackballBackground; // 0x05FC(0x0008)
1186  struct FTextureUVs TrackballBackgroundUVs; // 0x0604(0x0010)
1187  class UTexture2D* TrackballTouchIndicator; // 0x0614(0x0008)
1188  struct FTextureUVs TrackballTouchIndicatorUVs; // 0x061C(0x0010)
1189  class UTexture2D* SliderImages[0x4]; // 0x062C(0x0008)
1190  struct FTextureUVs SliderUVs[0x4]; // 0x064C(0x0010)
1191  float MobileTiltX; // 0x068C(0x0004) (Config)
1192  float MobileTiltY; // 0x0690(0x0004) (Config)
1193  float MobileTiltSize; // 0x0694(0x0004) (Config)
1194  TArray<class USeqEvent_HudRender*> KismetRenderEvents; // 0x0698(0x0010) (NeedCtorLink)
1195 
1197  {
1198  static UClass* ptr = nullptr;
1199  if (!ptr)
1200  ptr = UObject::FindClass("Class GameFramework.MobileHUD");
1201  return ptr;
1202  }
1203 
1204 
1205  void RenderKismetHud();
1206  void AddKismetRenderEvent(class USeqEvent_HudRender* NewEvent);
1207  void RefreshKismetLinks();
1208  void DrawMobileZone_Slider(class UMobileInputZone* Zone);
1209  void DrawMobileTilt(class UMobilePlayerInput* MobileInput);
1210  void DrawMobileZone_Trackball(class UMobileInputZone* Zone);
1211  void DrawMobileZone_Joystick(class UMobileInputZone* Zone);
1212  void DrawMobileZone_Button(class UMobileInputZone* Zone);
1213  void DrawInputZoneOverlays();
1214  void RenderMobileMenu();
1215  bool ShowMobileHud();
1216  void DrawMobileDebugString(float XPos, float YPos, const struct FString& Str);
1217  void PostRender();
1218  void PostBeginPlay();
1219 };
1220 
1221 
1222 // Class GameFramework.MobileInputZone
1223 // 0x0200 (0x0250 - 0x0050)
1225 {
1226 public:
1227  TEnumAsByte<EZoneType> Type; // 0x0050(0x0001) (Edit, Config)
1228  unsigned char TouchpadIndex; // 0x0051(0x0001) (Edit)
1229  TEnumAsByte<EZoneState> State; // 0x0052(0x0001)
1230  TEnumAsByte<EZoneSlideType> SlideType; // 0x0053(0x0001) (Edit, Config)
1231  struct FString Caption; // 0x0054(0x0010) (Edit, Config, NeedCtorLink)
1232  struct FName InputKey; // 0x0064(0x0008) (Edit, Config)
1233  struct FName HorizontalInputKey; // 0x006C(0x0008) (Edit, Config)
1234  struct FName TapInputKey; // 0x0074(0x0008) (Edit, Config)
1235  struct FName DoubleTapInputKey; // 0x007C(0x0008) (Edit, Config)
1236  float VertMultiplier; // 0x0084(0x0004) (Edit, Config)
1237  float HorizMultiplier; // 0x0088(0x0004) (Edit, Config)
1238  float Acceleration; // 0x008C(0x0004) (Edit, Config)
1239  float Smoothing; // 0x0090(0x0004) (Edit, Config)
1240  float EscapeVelocityStrength; // 0x0094(0x0004) (Edit, Config)
1241  unsigned long bScalePawnMovement : 1; // 0x0098(0x0004) (Edit, Config)
1242  unsigned long bRelativeX : 1; // 0x0098(0x0004) (Edit, Config)
1243  unsigned long bRelativeY : 1; // 0x0098(0x0004) (Edit, Config)
1244  unsigned long bRelativeSizeX : 1; // 0x0098(0x0004) (Edit, Config)
1245  unsigned long bRelativeSizeY : 1; // 0x0098(0x0004) (Edit, Config)
1246  unsigned long bActiveSizeYFromX : 1; // 0x0098(0x0004) (Edit, Config)
1247  unsigned long bSizeYFromSizeX : 1; // 0x0098(0x0004) (Edit, Config)
1248  unsigned long bApplyGlobalScaleToActiveSizes : 1; // 0x0098(0x0004) (Edit, Config)
1249  unsigned long bCenterX : 1; // 0x0098(0x0004) (Edit, Config)
1250  unsigned long bCenterY : 1; // 0x0098(0x0004) (Edit, Config)
1251  unsigned long bIsInvisible : 1; // 0x0098(0x0004) (Edit, Config)
1252  unsigned long bQuickDoubleTap : 1; // 0x0098(0x0004) (Edit, Config)
1253  unsigned long bCenterOnEvent : 1; // 0x0098(0x0004) (Edit, Config)
1254  unsigned long bSliderHasTrack : 1; // 0x0098(0x0004) (Edit, Config)
1255  unsigned long bFloatingTiltZone : 1; // 0x0098(0x0004) (Edit, Config)
1256  unsigned long bUseGentleTransitions : 1; // 0x0098(0x0004) (Edit, Config)
1257  unsigned long bAllowFirstDeltaForTrackballZone : 1; // 0x0098(0x0004) (Edit, Config)
1258  unsigned long bRenderGuides : 1; // 0x0098(0x0004) (Edit, Config)
1259  unsigned long bIsDoubleTapAndHold : 1; // 0x0098(0x0004)
1260  float X; // 0x009C(0x0004) (Edit, Config)
1261  float Y; // 0x00A0(0x0004) (Edit, Config)
1262  float SizeX; // 0x00A4(0x0004) (Edit, Config)
1263  float SizeY; // 0x00A8(0x0004) (Edit, Config)
1264  float ActiveSizeX; // 0x00AC(0x0004) (Edit, Config)
1265  float ActiveSizeY; // 0x00B0(0x0004) (Edit, Config)
1266  float InitialX; // 0x00B4(0x0004) (Const)
1267  float InitialY; // 0x00B8(0x0004) (Const)
1268  float InitialSizeX; // 0x00BC(0x0004) (Const)
1269  float InitialSizeY; // 0x00C0(0x0004) (Const)
1270  float InitialActiveSizeX; // 0x00C4(0x0004) (Const)
1271  float InitialActiveSizeY; // 0x00C8(0x0004) (Const)
1272  float AuthoredGlobalScale; // 0x00CC(0x0004) (Edit, Config)
1273  float Border; // 0x00D0(0x0004) (Edit, Config)
1274  float ResetCenterAfterInactivityTime; // 0x00D4(0x0004) (Edit, Config)
1275  float TapDistanceConstraint; // 0x00D8(0x0004) (Edit, Config)
1276  float ActivateTime; // 0x00DC(0x0004) (Edit, Config)
1277  float DeactivateTime; // 0x00E0(0x0004) (Edit, Config)
1278  struct FColor RenderColor; // 0x00E4(0x0004) (Edit, Config)
1279  float InactiveAlpha; // 0x00E8(0x0004) (Edit, Config)
1280  float CaptionXAdjustment; // 0x00EC(0x0004) (Edit, Config)
1281  float CaptionYAdjustment; // 0x00F0(0x0004) (Edit, Config)
1282  class UTexture2D* OverrideTexture1; // 0x00F4(0x0008) (Edit)
1283  struct FString OverrideTexture1Name; // 0x00FC(0x0010) (Config, NeedCtorLink)
1284  struct FTextureUVs OverrideUVs1; // 0x010C(0x0010) (Edit, Config)
1285  class UTexture2D* OverrideTexture2; // 0x011C(0x0008) (Edit)
1286  struct FString OverrideTexture2Name; // 0x0124(0x0010) (Config, NeedCtorLink)
1287  struct FTextureUVs OverrideUVs2; // 0x0134(0x0010) (Edit, Config)
1288  struct FVector2D InitialLocation; // 0x0144(0x0008)
1289  struct FVector2D CurrentLocation; // 0x014C(0x0008)
1290  struct FVector2D CurrentCenter; // 0x0154(0x0008)
1291  struct FVector2D InitialCenter; // 0x015C(0x0008)
1292  struct FVector2D PreviousLocations[0x6]; // 0x0164(0x0008)
1293  float PreviousMoveDeltaTimes[0x6]; // 0x0194(0x0004)
1294  int PreviousLocationCount; // 0x01AC(0x0004)
1295  float LastTouchTime; // 0x01B0(0x0004)
1296  float TimeSinceLastTapRepeat; // 0x01B4(0x0004)
1297  float AnimatingFadeOpacity; // 0x01B8(0x0004)
1298  class UMobilePlayerInput* InputOwner; // 0x01BC(0x0008)
1299  float TransitionTime; // 0x01C4(0x0004)
1300  struct FVector2D EscapeVelocity; // 0x01C8(0x0008)
1302  struct FVector2D LastAxisValues; // 0x01E0(0x0008)
1303  float TotalActiveTime; // 0x01E8(0x0004)
1304  float LastWentActiveTime; // 0x01EC(0x0004)
1305  struct FScriptDelegate __OnProcessInputDelegate__Delegate; // 0x01F0(0x0010) (NeedCtorLink)
1306  struct FScriptDelegate __OnTapDelegate__Delegate; // 0x0200(0x0010) (NeedCtorLink)
1307  struct FScriptDelegate __OnDoubleTapDelegate__Delegate; // 0x0210(0x0010) (NeedCtorLink)
1308  struct FScriptDelegate __OnProcessSlide__Delegate; // 0x0220(0x0010) (NeedCtorLink)
1309  struct FScriptDelegate __OnPreDrawZone__Delegate; // 0x0230(0x0010) (NeedCtorLink)
1310  struct FScriptDelegate __OnPostDrawZone__Delegate; // 0x0240(0x0010) (NeedCtorLink)
1311 
1313  {
1314  static UClass* ptr = nullptr;
1315  if (!ptr)
1316  ptr = UObject::FindClass("Class GameFramework.MobileInputZone");
1317  return ptr;
1318  }
1319 
1320 
1321  void AddKismetEventHandler(class USeqEvent_MobileZoneBase* NewHandler);
1322  void OnPostDrawZone(class UMobileInputZone* Zone, class UCanvas* Canvas);
1323  bool OnPreDrawZone(class UMobileInputZone* Zone, class UCanvas* Canvas);
1324  bool OnProcessSlide(class UMobileInputZone* Zone, TEnumAsByte<ETouchType> EventType, int SlideValue, const struct FVector2D& ViewportSize);
1325  bool OnDoubleTapDelegate(class UMobileInputZone* Zone, TEnumAsByte<ETouchType> EventType, const struct FVector2D& TouchLocation);
1326  bool OnTapDelegate(class UMobileInputZone* Zone, TEnumAsByte<ETouchType> EventType, const struct FVector2D& TouchLocation);
1327  bool OnProcessInputDelegate(class UMobileInputZone* Zone, float DeltaTime, int Handle, TEnumAsByte<ETouchType> EventType, const struct FVector2D& TouchLocation);
1328  void DeactivateZone();
1329  void ActivateZone();
1330 };
1331 
1332 
1333 // Class GameFramework.MobileMenuObject
1334 // 0x007C (0x00CC - 0x0050)
1336 {
1337 public:
1338  unsigned long bHasBeenInitialized : 1; // 0x0050(0x0004) (Transient)
1339  unsigned long bRelativeLeft : 1; // 0x0050(0x0004)
1340  unsigned long bRelativeTop : 1; // 0x0050(0x0004)
1341  unsigned long bRelativeWidth : 1; // 0x0050(0x0004)
1342  unsigned long bRelativeHeight : 1; // 0x0050(0x0004)
1343  unsigned long bApplyGlobalScaleLeft : 1; // 0x0050(0x0004)
1344  unsigned long bApplyGlobalScaleTop : 1; // 0x0050(0x0004)
1345  unsigned long bApplyGlobalScaleWidth : 1; // 0x0050(0x0004)
1346  unsigned long bApplyGlobalScaleHeight : 1; // 0x0050(0x0004)
1347  unsigned long bHeightRelativeToWidth : 1; // 0x0050(0x0004)
1348  unsigned long bXOffsetIsActual : 1; // 0x0050(0x0004)
1349  unsigned long bYOffsetIsActual : 1; // 0x0050(0x0004)
1350  unsigned long bIsActive : 1; // 0x0050(0x0004)
1351  unsigned long bIsHidden : 1; // 0x0050(0x0004)
1352  unsigned long bIsTouched : 1; // 0x0050(0x0004)
1353  unsigned long bIsHighlighted : 1; // 0x0050(0x0004)
1354  unsigned long bTellSceneBeforeRendering : 1; // 0x0050(0x0004)
1355  float Left; // 0x0054(0x0004)
1356  float Top; // 0x0058(0x0004)
1357  float Width; // 0x005C(0x0004)
1358  float Height; // 0x0060(0x0004)
1359  float InitialLeft; // 0x0064(0x0004)
1360  float InitialTop; // 0x0068(0x0004)
1361  float InitialWidth; // 0x006C(0x0004)
1362  float InitialHeight; // 0x0070(0x0004)
1363  float AuthoredGlobalScale; // 0x0074(0x0004) (Edit)
1364  float TopLeeway; // 0x0078(0x0004)
1365  float BottomLeeway; // 0x007C(0x0004)
1366  float LeftLeeway; // 0x0080(0x0004)
1367  float RightLeeway; // 0x0084(0x0004)
1368  float XOffset; // 0x0088(0x0004)
1369  float YOffset; // 0x008C(0x0004)
1370  struct FString Tag; // 0x0090(0x0010) (NeedCtorLink)
1371  class UMobilePlayerInput* InputOwner; // 0x00A0(0x0008)
1372  float Opacity; // 0x00A8(0x0004)
1373  class UMobileMenuScene* OwnerScene; // 0x00AC(0x0008)
1374  struct FString RelativeToTag; // 0x00B4(0x0010) (NeedCtorLink)
1375  class UMobileMenuObject* RelativeTo; // 0x00C4(0x0008)
1376 
1378  {
1379  static UClass* ptr = nullptr;
1380  if (!ptr)
1381  ptr = UObject::FindClass("Class GameFramework.MobileMenuObject");
1382  return ptr;
1383  }
1384 
1385 
1386  void GetIconIndexes(TArray<int>* IconIndexes);
1387  void RenderObject(class UCanvas* Canvas, float DeltaTime);
1388  void SetCanvasPos(class UCanvas* Canvas, float OffsetX, float OffsetY);
1389  void InitMenuObject(class UMobilePlayerInput* PlayerInput, class UMobileMenuScene* Scene, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
1390  void GetRealPosition(float* PosX, float* PosY);
1391  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
1392 };
1393 
1394 
1395 // Class GameFramework.MobileMenuImage
1396 // 0x0030 (0x00FC - 0x00CC)
1398 {
1399 public:
1400  class UTexture2D* Image; // 0x00CC(0x0008)
1402  unsigned char UnknownData00[0x3]; // 0x00D5(0x0003) MISSED OFFSET
1403  struct FUVCoords ImageUVs; // 0x00D8(0x0014)
1404  struct FLinearColor ImageColor; // 0x00EC(0x0010)
1405 
1407  {
1408  static UClass* ptr = nullptr;
1409  if (!ptr)
1410  ptr = UObject::FindClass("Class GameFramework.MobileMenuImage");
1411  return ptr;
1412  }
1413 
1414 
1415  void RenderObject(class UCanvas* Canvas, float DeltaTime);
1416 };
1417 
1418 
1419 // Class GameFramework.MobileMenuScene
1420 // 0x0070 (0x00C0 - 0x0050)
1422 {
1423 public:
1424  struct FString MenuName; // 0x0050(0x0010) (Edit, NeedCtorLink)
1425  TArray<class UMobileMenuObject*> MenuObjects; // 0x0060(0x0010) (Edit, ExportObject, NeedCtorLink, EditInline)
1426  class UFont* SceneCaptionFont; // 0x0070(0x0008) (Edit)
1427  class UMobilePlayerInput* InputOwner; // 0x0078(0x0008) (Edit)
1428  unsigned long bSceneDoesNotRequireInput : 1; // 0x0080(0x0004) (Edit)
1429  unsigned long bRelativeLeft : 1; // 0x0080(0x0004) (Edit)
1430  unsigned long bRelativeTop : 1; // 0x0080(0x0004) (Edit)
1431  unsigned long bRelativeWidth : 1; // 0x0080(0x0004) (Edit)
1432  unsigned long bRelativeHeight : 1; // 0x0080(0x0004) (Edit)
1433  unsigned long bApplyGlobalScaleLeft : 1; // 0x0080(0x0004) (Edit)
1434  unsigned long bApplyGlobalScaleTop : 1; // 0x0080(0x0004) (Edit)
1435  unsigned long bApplyGlobalScaleWidth : 1; // 0x0080(0x0004) (Edit)
1436  unsigned long bApplyGlobalScaleHeight : 1; // 0x0080(0x0004) (Edit)
1437  unsigned char TouchpadIndex; // 0x0084(0x0001) (Edit)
1438  unsigned char UnknownData00[0x3]; // 0x0085(0x0003) MISSED OFFSET
1439  float Left; // 0x0088(0x0004) (Edit)
1440  float Top; // 0x008C(0x0004) (Edit)
1441  float Width; // 0x0090(0x0004) (Edit)
1442  float Height; // 0x0094(0x0004) (Edit)
1443  float InitialLeft; // 0x0098(0x0004)
1444  float InitialTop; // 0x009C(0x0004)
1445  float InitialWidth; // 0x00A0(0x0004)
1446  float InitialHeight; // 0x00A4(0x0004)
1447  float AuthoredGlobalScale; // 0x00A8(0x0004) (Edit)
1448  float Opacity; // 0x00AC(0x0004) (Edit)
1449  class USoundCue* UITouchSound; // 0x00B0(0x0008) (Edit)
1450  class USoundCue* UIUnTouchSound; // 0x00B8(0x0008) (Edit)
1451 
1453  {
1454  static UClass* ptr = nullptr;
1455  if (!ptr)
1456  ptr = UObject::FindClass("Class GameFramework.MobileMenuScene");
1457  return ptr;
1458  }
1459 
1460 
1461  bool MobileMenuCommand(const struct FString& Command);
1462  class UMobileMenuObject* FindMenuObject(const struct FString& Tag);
1463  void CleanUpScene();
1464  void Closed();
1465  bool Closing();
1466  void MadeTopMenu();
1467  void Opened(const struct FString& Mode);
1468  bool OnSceneTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, bool bInside);
1469  void OnTouch(class UMobileMenuObject* Sender, TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY);
1470  void PostRenderMenuObject(class UMobileMenuObject* MenuObject, class UCanvas* Canvas, float RenderDelta);
1471  void PreRenderMenuObject(class UMobileMenuObject* MenuObject, class UCanvas* Canvas, float RenderDelta);
1472  void RenderScene(class UCanvas* Canvas, float RenderDelta);
1473  class UFont* GetSceneFont();
1474  void InitMenuScene(class UMobilePlayerInput* PlayerInput, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
1475  float STATIC_GetGlobalScaleY();
1476  float STATIC_GetGlobalScaleX();
1477 };
1478 
1479 
1480 // Class GameFramework.MobilePlayerInput
1481 // 0x0294 (0x0544 - 0x02B0)
1483 {
1484 public:
1485  struct FTouchData Touches[0x5]; // 0x02B0(0x0050) (Edit, NeedCtorLink)
1486  class UMobileMenuObject* InteractiveObject; // 0x0440(0x0008)
1487  struct FDouble InteractiveObjectLastTime; // 0x0448(0x0008)
1488  TArray<struct FMobileInputGroup> MobileInputGroups; // 0x0450(0x0010) (Edit, NeedCtorLink, EditInline)
1489  int CurrentMobileGroup; // 0x0460(0x0004) (Edit)
1490  TArray<class UMobileInputZone*> MobileInputZones; // 0x0464(0x0010) (Edit, NeedCtorLink, EditInline)
1492  float MobilePitch; // 0x0484(0x0004) (Edit)
1493  float MobilePitchCenter; // 0x0488(0x0004) (Edit)
1494  float MobilePitchMultiplier; // 0x048C(0x0004) (Edit)
1495  float MobileYaw; // 0x0490(0x0004) (Edit)
1496  float MobileYawCenter; // 0x0494(0x0004) (Edit)
1497  float MobileYawMultiplier; // 0x0498(0x0004) (Edit)
1498  float MobilePitchDeadzoneSize; // 0x049C(0x0004) (Edit, Config)
1499  float MobileYawDeadzoneSize; // 0x04A0(0x0004) (Edit, Config)
1500  float MobileDoubleTapTime; // 0x04A4(0x0004) (Edit, Config)
1501  float MobileMinHoldForTap; // 0x04A8(0x0004) (Edit, Config)
1502  float MobileTapRepeatTime; // 0x04AC(0x0004) (Edit, Config)
1503  unsigned long bAllowTouchesInCinematic : 1; // 0x04B0(0x0004) (Edit)
1504  unsigned long bDisableTouchInput : 1; // 0x04B0(0x0004) (Edit)
1505  unsigned long bAbsoluteTouchLocations : 1; // 0x04B0(0x0004) (Edit, Config)
1506  unsigned long bCollapseTouchInput : 1; // 0x04B0(0x0004) (Edit, Config)
1507  unsigned long bFakeMobileTouches : 1; // 0x04B0(0x0004) (Edit)
1508  unsigned long bDisableSceneRender : 1; // 0x04B0(0x0004) (Edit)
1509  float ZoneTimeout; // 0x04B4(0x0004) (Edit, Config)
1510  TArray<class UMobileMenuScene*> MobileMenuStack; // 0x04B8(0x0010) (Edit, NeedCtorLink)
1511  class UMobileMenuScene* CurrentRenderMenu; // 0x04C8(0x0008) (Edit)
1512  struct FString NativeDebugString; // 0x04D0(0x0010) (Edit, NeedCtorLink)
1513  float MobileInactiveTime; // 0x04E0(0x0004) (Edit)
1514  TArray<class USeqEvent_MobileBase*> MobileSeqEventHandlers; // 0x04E4(0x0010) (Edit, NeedCtorLink)
1516  struct FVector2D MobileViewportOffset; // 0x0504(0x0008)
1517  struct FVector2D MobileViewportSize; // 0x050C(0x0008)
1518  struct FScriptDelegate __OnTouchNotHandledInMenu__Delegate; // 0x0514(0x0010) (NeedCtorLink)
1519  struct FScriptDelegate __OnPreviewTouch__Delegate; // 0x0524(0x0010) (NeedCtorLink)
1520  struct FScriptDelegate __OnInputTouch__Delegate; // 0x0534(0x0010) (NeedCtorLink)
1521 
1523  {
1524  static UClass* ptr = nullptr;
1525  if (!ptr)
1526  ptr = UObject::FindClass("Class GameFramework.MobilePlayerInput");
1527  return ptr;
1528  }
1529 
1530 
1531  class UMobileMenuScene* OpenMobileMenuMode(const struct FString& MenuClassName, const struct FString& Mode);
1532  class UMobileMenuScene* OpenMobileMenu(const struct FString& MenuClassName);
1533  void MobileMenuCommand(const struct FString& MenuCommand);
1534  void SceneRenderToggle();
1535  void PreClientTravel(const struct FString& PendingURL, TEnumAsByte<ETravelType> TravelType, bool bIsSeamlessTravel);
1536  void RenderMenus(class UCanvas* Canvas, float RenderDelta);
1537  void CloseAllMenus();
1538  void CloseMenuScene(class UMobileMenuScene* SceneToClose);
1539  class UMobileMenuScene* OpenMenuScene(class UClass* SceneClass, const struct FString& Mode);
1540  void SetMobileInputConfig(const struct FString& GroupName);
1541  void ActivateInputGroup(const struct FString& GroupName);
1543  bool HasZones();
1544  class UMobileInputZone* FindorAddZone(const struct FString& ZoneName);
1545  class UMobileInputZone* FindZone(const struct FString& ZoneName);
1547  void AddKismetEventHandler(class USeqEvent_MobileBase* NewHandler);
1548  void RefreshKismetLinks();
1549  void SwapZoneOwners();
1550  void InitializeInputZones();
1551  void InitTouchSystem();
1552  void ClientInitInputSystem();
1553  void InitInputSystem();
1554  bool ProcessWorldTouch(class UMobileInputZone* Zone, TEnumAsByte<ETouchType> EventType, const struct FVector2D& TouchLocation);
1555  void SendInputAxis(const struct FName& Key, float Delta, float DeltaTime);
1556  void SendInputKey(const struct FName& Key, TEnumAsByte<EInputEvent> Event, float AmountDepressed);
1557  void ConditionalUpdateInputZones(int NewViewportX, int NewViewportY, int NewViewportSizeX, int NewViewportSizeY);
1558  void NativeInitializeInputZones(bool bIsFirstInitialize);
1560  void OnInputTouch(int Handle, TEnumAsByte<ETouchType> Type, const struct FVector2D& TouchLocation, float DeviceTimestamp, int TouchpadIndex);
1561  bool OnPreviewTouch(float X, float Y, int TouchpadIndex);
1562  void OnTouchNotHandledInMenu();
1563  void PlayerInput(float DeltaTime);
1564  void CancelMobileInput();
1565  void ProcessMobileInput(float DeltaTime);
1566 };
1567 
1568 
1569 // Class GameFramework.NavMeshGoal_OutOfViewFrom
1570 // 0x0018 (0x0084 - 0x006C)
1572 {
1573 public:
1574  struct FPointer GoalPoly; // 0x006C(0x0008) (Native)
1575  struct FVector OutOfViewLocation; // 0x0074(0x000C)
1576  unsigned long bShowDebug : 1; // 0x0080(0x0004)
1577 
1579  {
1580  static UClass* ptr = nullptr;
1581  if (!ptr)
1582  ptr = UObject::FindClass("Class GameFramework.NavMeshGoal_OutOfViewFrom");
1583  return ptr;
1584  }
1585 
1586 
1587  void Recycle();
1588  bool STATIC_MustBeHiddenFromThisPoint(class UNavigationHandle* NavHandle, const struct FVector& InOutOfViewLocation);
1589  void RecycleNative();
1590 };
1591 
1592 
1593 // Class GameFramework.NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations
1594 // 0x002C (0x0094 - 0x0068)
1596 {
1597 public:
1598  struct FVector Location; // 0x0068(0x000C) (Transient)
1599  struct FVector Rotation; // 0x0074(0x000C) (Transient)
1600  float DistanceToCheck; // 0x0080(0x0004) (Transient)
1601  TArray<struct FVector> LocationsToCheck; // 0x0084(0x0010) (Transient, NeedCtorLink)
1602 
1604  {
1605  static UClass* ptr = nullptr;
1606  if (!ptr)
1607  ptr = UObject::FindClass("Class GameFramework.NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations");
1608  return ptr;
1609  }
1610 
1611 
1612  void Recycle();
1613  bool STATIC_BiasAgainstPolysWithinDistanceOfLocations(class UNavigationHandle* NavHandle, const struct FVector& InLocation, const struct FRotator& InRotation, float InDistanceToCheck, TArray<struct FVector> InLocationsToCheck);
1614 };
1615 
1616 
1617 // Class GameFramework.SecondaryViewportClient
1618 // 0x0000 (0x0058 - 0x0058)
1620 {
1621 public:
1622 
1624  {
1625  static UClass* ptr = nullptr;
1626  if (!ptr)
1627  ptr = UObject::FindClass("Class GameFramework.SecondaryViewportClient");
1628  return ptr;
1629  }
1630 
1631 
1632  void PostRender(class UCanvas* Canvas);
1633 };
1634 
1635 
1636 // Class GameFramework.MobileSecondaryViewportClient
1637 // 0x0000 (0x0058 - 0x0058)
1639 {
1640 public:
1641 
1643  {
1644  static UClass* ptr = nullptr;
1645  if (!ptr)
1646  ptr = UObject::FindClass("Class GameFramework.MobileSecondaryViewportClient");
1647  return ptr;
1648  }
1649 
1650 
1651  void PostRender(class UCanvas* Canvas);
1652 };
1653 
1654 
1655 // Class GameFramework.SeqAct_ControlGameMovie
1656 // 0x0018 (0x0180 - 0x0168)
1658 {
1659 public:
1660  struct FString MovieName; // 0x0168(0x0010) (Edit, NeedCtorLink)
1661  int StartOfRenderingMovieFrame; // 0x0178(0x0004) (Edit)
1662  int EndOfRenderingMovieFrame; // 0x017C(0x0004) (Edit)
1663 
1665  {
1666  static UClass* ptr = nullptr;
1667  if (!ptr)
1668  ptr = UObject::FindClass("Class GameFramework.SeqAct_ControlGameMovie");
1669  return ptr;
1670  }
1671 
1672 };
1673 
1674 
1675 // Class GameFramework.SeqAct_Deproject
1676 // 0x002C (0x017C - 0x0150)
1678 {
1679 public:
1680  float ScreenX; // 0x0150(0x0004) (Edit)
1681  float ScreenY; // 0x0154(0x0004) (Edit)
1682  float TraceDistance; // 0x0158(0x0004) (Edit)
1683  class UObject* HitObject; // 0x015C(0x0008)
1684  struct FVector HitLocation; // 0x0164(0x000C)
1685  struct FVector HitNormal; // 0x0170(0x000C)
1686 
1688  {
1689  static UClass* ptr = nullptr;
1690  if (!ptr)
1691  ptr = UObject::FindClass("Class GameFramework.SeqAct_Deproject");
1692  return ptr;
1693  }
1694 
1695 };
1696 
1697 
1698 // Class GameFramework.SeqAct_GameCrowdPopulationManagerToggle
1699 // 0x004C (0x019C - 0x0150)
1701 {
1702 public:
1703  float WarmupPopulationPct; // 0x0150(0x0004) (Edit)
1704  class UGameCrowd_ListOfAgents* CrowdAgentList; // 0x0154(0x0008) (Edit)
1705  unsigned long bClearOldArchetypes : 1; // 0x015C(0x0004) (Edit)
1706  unsigned long bEnableCrowdLightEnvironment : 1; // 0x015C(0x0004) (Edit)
1707  unsigned long bCastShadows : 1; // 0x015C(0x0004) (Edit)
1708  unsigned long bFillPotentialSpawnPoints : 1; // 0x015C(0x0004)
1709  unsigned long bForceObstacleChecking : 1; // 0x015C(0x0004) (Edit)
1710  unsigned long bForceNavMeshPathing : 1; // 0x015C(0x0004) (Edit)
1711  unsigned long bIndividualSpawner : 1; // 0x015C(0x0004)
1712  int MaxAgents; // 0x0160(0x0004) (Edit)
1713  float SpawnRate; // 0x0164(0x0004) (Edit)
1715  float MaxSpawnDist; // 0x016C(0x0004) (Edit)
1716  float MinBehindSpawnDist; // 0x0170(0x0004)
1718  float AgentWarmupTime; // 0x0184(0x0004)
1719  int NumAgentsToTickPerFrame; // 0x0188(0x0004) (Edit)
1720  TArray<class AGameCrowdAgent*> LastSpawnedList; // 0x018C(0x0010) (NeedCtorLink)
1721 
1723  {
1724  static UClass* ptr = nullptr;
1725  if (!ptr)
1726  ptr = UObject::FindClass("Class GameFramework.SeqAct_GameCrowdPopulationManagerToggle");
1727  return ptr;
1728  }
1729 
1730 
1731  void AgentDestroyed(class AGameCrowdAgent* Agent);
1732  float GetMaxSpawnDist();
1733  void FillCrowdSpawnInfoItem(class AGameCrowdPopulationManager* PopMgr, struct FCrowdSpawnInfoItem* out_Item);
1735 };
1736 
1737 
1738 // Class GameFramework.SeqAct_GameCrowdSpawner
1739 // 0x0000 (0x019C - 0x019C)
1741 {
1742 public:
1743 
1745  {
1746  static UClass* ptr = nullptr;
1747  if (!ptr)
1748  ptr = UObject::FindClass("Class GameFramework.SeqAct_GameCrowdSpawner");
1749  return ptr;
1750  }
1751 
1752 
1754 };
1755 
1756 
1757 // Class GameFramework.SeqAct_MobileAddInputZones
1758 // 0x0010 (0x0160 - 0x0150)
1760 {
1761 public:
1762  struct FName ZoneName; // 0x0150(0x0008) (Edit)
1763  class UMobileInputZone* NewZone; // 0x0158(0x0008) (Edit, EditInline)
1764 
1766  {
1767  static UClass* ptr = nullptr;
1768  if (!ptr)
1769  ptr = UObject::FindClass("Class GameFramework.SeqAct_MobileAddInputZones");
1770  return ptr;
1771  }
1772 
1773 };
1774 
1775 
1776 // Class GameFramework.SeqAct_MobileClearInputZones
1777 // 0x0000 (0x0150 - 0x0150)
1779 {
1780 public:
1781 
1783  {
1784  static UClass* ptr = nullptr;
1785  if (!ptr)
1786  ptr = UObject::FindClass("Class GameFramework.SeqAct_MobileClearInputZones");
1787  return ptr;
1788  }
1789 
1790 };
1791 
1792 
1793 // Class GameFramework.SeqAct_MobileRemoveInputZone
1794 // 0x0010 (0x0160 - 0x0150)
1796 {
1797 public:
1798  struct FString ZoneName; // 0x0150(0x0010) (Edit, NeedCtorLink)
1799 
1801  {
1802  static UClass* ptr = nullptr;
1803  if (!ptr)
1804  ptr = UObject::FindClass("Class GameFramework.SeqAct_MobileRemoveInputZone");
1805  return ptr;
1806  }
1807 
1808 };
1809 
1810 
1811 // Class GameFramework.SeqAct_MobileSaveLoadValue
1812 // 0x0000 (0x0150 - 0x0150)
1814 {
1815 public:
1816 
1818  {
1819  static UClass* ptr = nullptr;
1820  if (!ptr)
1821  ptr = UObject::FindClass("Class GameFramework.SeqAct_MobileSaveLoadValue");
1822  return ptr;
1823  }
1824 
1825 
1827 };
1828 
1829 
1830 // Class GameFramework.SeqAct_ModifyProperty
1831 // 0x0010 (0x0160 - 0x0150)
1833 {
1834 public:
1835  TArray<struct FPropertyInfo> Properties; // 0x0150(0x0010) (Edit, NeedCtorLink, EditInline)
1836 
1838  {
1839  static UClass* ptr = nullptr;
1840  if (!ptr)
1841  ptr = UObject::FindClass("Class GameFramework.SeqAct_ModifyProperty");
1842  return ptr;
1843  }
1844 
1845 };
1846 
1847 
1848 // Class GameFramework.SeqAct_PlayAgentAnimation
1849 // 0x002C (0x0194 - 0x0168)
1851 {
1852 public:
1853  TArray<struct FName> AnimationList; // 0x0168(0x0010) (Edit, NeedCtorLink)
1854  float BlendInTime; // 0x0178(0x0004) (Edit)
1855  float BlendOutTime; // 0x017C(0x0004) (Edit)
1856  unsigned long bUseRootMotion : 1; // 0x0180(0x0004) (Edit)
1857  unsigned long bFaceActionTargetFirst : 1; // 0x0180(0x0004) (Edit)
1858  unsigned long bLooping : 1; // 0x0180(0x0004) (Edit)
1859  unsigned long bBlendBetweenAnims : 1; // 0x0180(0x0004) (Edit)
1860  int LoopIndex; // 0x0184(0x0004) (Edit)
1861  float LoopTime; // 0x0188(0x0004) (Edit)
1862  class AActor* ActionTarget; // 0x018C(0x0008)
1863 
1865  {
1866  static UClass* ptr = nullptr;
1867  if (!ptr)
1868  ptr = UObject::FindClass("Class GameFramework.SeqAct_PlayAgentAnimation");
1869  return ptr;
1870  }
1871 
1872 
1875 };
1876 
1877 
1878 // Class GameFramework.SeqEvent_CrowdAgentReachedDestination
1879 // 0x0000 (0x0160 - 0x0160)
1881 {
1882 public:
1883 
1885  {
1886  static UClass* ptr = nullptr;
1887  if (!ptr)
1888  ptr = UObject::FindClass("Class GameFramework.SeqEvent_CrowdAgentReachedDestination");
1889  return ptr;
1890  }
1891 
1892 };
1893 
1894 
1895 // Class GameFramework.SeqEvent_HudRender
1896 // 0x0018 (0x0178 - 0x0160)
1898 {
1899 public:
1900  TArray<class UObject*> Targets; // 0x0160(0x0010) (Edit, NeedCtorLink)
1901  unsigned long bIsActive : 1; // 0x0170(0x0004) (Edit)
1902  float AuthoredGlobalScale; // 0x0174(0x0004) (Edit)
1903 
1905  {
1906  static UClass* ptr = nullptr;
1907  if (!ptr)
1908  ptr = UObject::FindClass("Class GameFramework.SeqEvent_HudRender");
1909  return ptr;
1910  }
1911 
1912 
1913  void Render(class UCanvas* TargetCanvas, class AHUD* TargetHud);
1914  void RegisterEvent();
1915 };
1916 
1917 
1918 // Class GameFramework.SeqEvent_MobileBase
1919 // 0x0000 (0x0160 - 0x0160)
1921 {
1922 public:
1923 
1925  {
1926  static UClass* ptr = nullptr;
1927  if (!ptr)
1928  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileBase");
1929  return ptr;
1930  }
1931 
1932 
1933  void AddToMobileInput(class UMobilePlayerInput* MPI);
1934  void RegisterEvent();
1935 };
1936 
1937 
1938 // Class GameFramework.SeqEvent_MobileMotion
1939 // 0x0018 (0x0178 - 0x0160)
1941 {
1942 public:
1943  float Roll; // 0x0160(0x0004)
1944  float Pitch; // 0x0164(0x0004)
1945  float Yaw; // 0x0168(0x0004)
1946  float DeltaRoll; // 0x016C(0x0004)
1947  float DeltaPitch; // 0x0170(0x0004)
1948  float DeltaYaw; // 0x0174(0x0004)
1949 
1951  {
1952  static UClass* ptr = nullptr;
1953  if (!ptr)
1954  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileMotion");
1955  return ptr;
1956  }
1957 
1958 
1960 };
1961 
1962 
1963 // Class GameFramework.SeqEvent_MobileZoneBase
1964 // 0x0010 (0x0170 - 0x0160)
1966 {
1967 public:
1968  struct FString TargetZoneName; // 0x0160(0x0010) (Edit, NeedCtorLink)
1969 
1971  {
1972  static UClass* ptr = nullptr;
1973  if (!ptr)
1974  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileZoneBase");
1975  return ptr;
1976  }
1977 
1978 
1979  void AddToMobileInput(class UMobilePlayerInput* MPI);
1980 };
1981 
1982 
1983 // Class GameFramework.SeqEvent_MobileButton
1984 // 0x0004 (0x0174 - 0x0170)
1986 {
1987 public:
1988  unsigned long bWasActiveLastFrame : 1; // 0x0170(0x0004)
1989  unsigned long bSendPressedOnlyOnTouchDown : 1; // 0x0170(0x0004) (Edit)
1990  unsigned long bSendPressedOnlyOnTouchUp : 1; // 0x0170(0x0004) (Edit)
1991 
1993  {
1994  static UClass* ptr = nullptr;
1995  if (!ptr)
1996  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileButton");
1997  return ptr;
1998  }
1999 
2000 };
2001 
2002 
2003 // Class GameFramework.SeqEvent_MobileInput
2004 // 0x0018 (0x0188 - 0x0170)
2006 {
2007 public:
2008  float XAxisValue; // 0x0170(0x0004)
2009  float YAxisValue; // 0x0174(0x0004)
2010  float CenterX; // 0x0178(0x0004)
2011  float CenterY; // 0x017C(0x0004)
2012  float CurrentX; // 0x0180(0x0004)
2013  float CurrentY; // 0x0184(0x0004)
2014 
2016  {
2017  static UClass* ptr = nullptr;
2018  if (!ptr)
2019  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileInput");
2020  return ptr;
2021  }
2022 
2023 };
2024 
2025 
2026 // Class GameFramework.SeqEvent_MobileLook
2027 // 0x0014 (0x0184 - 0x0170)
2029 {
2030 public:
2031  float Yaw; // 0x0170(0x0004)
2032  float StickStrength; // 0x0174(0x0004)
2033  struct FVector RotationVector; // 0x0178(0x000C)
2034 
2036  {
2037  static UClass* ptr = nullptr;
2038  if (!ptr)
2039  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileLook");
2040  return ptr;
2041  }
2042 
2043 };
2044 
2045 
2046 // Class GameFramework.SeqEvent_MobileRawInput
2047 // 0x0014 (0x0174 - 0x0160)
2049 {
2050 public:
2051  int TouchIndex; // 0x0160(0x0004) (Edit)
2052  int TouchpadIndex; // 0x0164(0x0004) (Edit)
2053  float TouchLocationX; // 0x0168(0x0004)
2054  float TouchLocationY; // 0x016C(0x0004)
2055  float TimeStamp; // 0x0170(0x0004)
2056 
2058  {
2059  static UClass* ptr = nullptr;
2060  if (!ptr)
2061  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileRawInput");
2062  return ptr;
2063  }
2064 
2065 
2066  void RegisterEvent();
2067 };
2068 
2069 
2070 // Class GameFramework.SeqEvent_MobileObjectPicker
2071 // 0x0038 (0x01AC - 0x0174)
2073 {
2074 public:
2075  float TraceDistance; // 0x0174(0x0004) (Edit)
2076  unsigned long bCheckonTouch : 1; // 0x0178(0x0004) (Edit)
2077  struct FVector FinalTouchLocation; // 0x017C(0x000C)
2078  struct FVector FinalTouchNormal; // 0x0188(0x000C)
2079  class UObject* FinalTouchObject; // 0x0194(0x0008)
2080  TArray<class UObject*> Targets; // 0x019C(0x0010) (Edit, NeedCtorLink)
2081 
2083  {
2084  static UClass* ptr = nullptr;
2085  if (!ptr)
2086  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileObjectPicker");
2087  return ptr;
2088  }
2089 
2090 };
2091 
2092 
2093 // Class GameFramework.SeqEvent_MobileSwipe
2094 // 0x0024 (0x0198 - 0x0174)
2096 {
2097 public:
2098  float Tolerance; // 0x0174(0x0004) (Edit)
2099  float MinDistance; // 0x0178(0x0004) (Edit)
2100  struct FVector2D InitialTouch; // 0x017C(0x0008)
2101  TArray<class AActor*> TouchedActors; // 0x0184(0x0010) (Edit, NeedCtorLink)
2102  float TraceDistance; // 0x0194(0x0004) (Edit)
2103 
2105  {
2106  static UClass* ptr = nullptr;
2107  if (!ptr)
2108  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileSwipe");
2109  return ptr;
2110  }
2111 
2112 };
2113 
2114 
2115 // Class GameFramework.GameSkelCtrl_Recoil
2116 // 0x007C (0x0160 - 0x00E4)
2118 {
2119 public:
2120  unsigned long bBoneSpaceRecoil : 1; // 0x00E4(0x0004) (Edit)
2121  unsigned long bPlayRecoil : 1; // 0x00E4(0x0004) (Edit, Transient)
2122  unsigned long bOldPlayRecoil : 1; // 0x00E4(0x0004) (Transient)
2123  unsigned long bApplyControl : 1; // 0x00E4(0x0004) (Transient)
2124  struct FRecoilDef Recoil; // 0x00E8(0x0070) (Edit)
2125  struct FVector2D Aim; // 0x0158(0x0008) (Edit)
2126 
2128  {
2129  static UClass* ptr = nullptr;
2130  if (!ptr)
2131  ptr = UObject::FindClass("Class GameFramework.GameSkelCtrl_Recoil");
2132  return ptr;
2133  }
2134 
2135 };
2136 
2137 
2138 // Class GameFramework.GameCameraBase
2139 // 0x000C (0x005C - 0x0050)
2140 class UGameCameraBase : public UObject
2141 {
2142 public:
2143  class AGamePlayerCamera* PlayerCamera; // 0x0050(0x0008) (Transient)
2144  unsigned long bResetCameraInterpolation : 1; // 0x0058(0x0004) (Transient)
2145 
2147  {
2148  static UClass* ptr = nullptr;
2149  if (!ptr)
2150  ptr = UObject::FindClass("Class GameFramework.GameCameraBase");
2151  return ptr;
2152  }
2153 
2154 
2156  void Init();
2157  void DisplayDebug(class AHUD* HUD, float* out_YL, float* out_YPos);
2158  void ProcessViewRotation(float DeltaTime, class AActor* ViewTarget, struct FRotator* out_ViewRotation, struct FRotator* out_DeltaRot);
2159  void UpdateCamera(class APawn* P, class AGamePlayerCamera* CameraActor, float DeltaTime, struct FTViewTarget* OutVT);
2160  void ResetInterpolation();
2161  void OnBecomeInActive(class UGameCameraBase* NewCamera);
2162  void OnBecomeActive(class UGameCameraBase* OldCamera);
2163 };
2164 
2165 
2166 // Class GameFramework.GameThirdPersonCamera
2167 // 0x0168 (0x01C4 - 0x005C)
2169 {
2170 public:
2171  float WorstLocBlockedPct; // 0x005C(0x0004)
2172  float WorstLocPenetrationExtentScale; // 0x0060(0x0004) (Edit)
2173  float PenetrationBlendOutTime; // 0x0064(0x0004) (Edit)
2174  float PenetrationBlendInTime; // 0x0068(0x0004) (Edit)
2175  float PenetrationBlockedPct; // 0x006C(0x0004)
2176  float PenetrationExtentScale; // 0x0070(0x0004) (Edit)
2177  struct FVector LastActualOriginOffset; // 0x0074(0x000C) (Transient)
2178  struct FVector LastActualCameraOrigin; // 0x0080(0x000C) (Transient)
2179  struct FRotator LastActualCameraOriginRot; // 0x008C(0x000C) (Transient)
2180  float OriginOffsetInterpSpeed; // 0x0098(0x0004) (Edit)
2181  struct FVector LastViewOffset; // 0x009C(0x000C) (Transient)
2182  float LastCamFOV; // 0x00A8(0x0004) (Transient)
2183  struct FVector LastIdealCameraOrigin; // 0x00AC(0x000C) (Transient)
2184  struct FRotator LastIdealCameraOriginRot; // 0x00B8(0x000C) (Transient)
2185  class UGameThirdPersonCameraMode* ThirdPersonCamDefault; // 0x00C4(0x0008) (Edit, EditInline)
2186  class UClass* ThirdPersonCamDefaultClass; // 0x00CC(0x0008) (Edit)
2187  class UGameThirdPersonCameraMode* CurrentCamMode; // 0x00D4(0x0008) (Edit, Transient, EditInline)
2188  float LastHeightAdjustment; // 0x00DC(0x0004) (Transient)
2189  float LastPitchAdjustment; // 0x00E0(0x0004) (Transient)
2190  float LastYawAdjustment; // 0x00E4(0x0004) (Transient)
2191  float LeftoverPitchAdjustment; // 0x00E8(0x0004) (Transient)
2192  float Focus_BackOffStrength; // 0x00EC(0x0004) (Edit)
2193  float Focus_StepHeightAdjustment; // 0x00F0(0x0004) (Edit)
2194  int Focus_MaxTries; // 0x00F4(0x0004) (Edit)
2195  float Focus_FastAdjustKickInTime; // 0x00F8(0x0004) (Edit)
2196  float LastFocusChangeTime; // 0x00FC(0x0004) (Transient)
2197  struct FVector ActualFocusPointWorldLoc; // 0x0100(0x000C) (Transient)
2198  struct FVector LastFocusPointLoc; // 0x010C(0x000C) (Transient)
2199  struct FCamFocusPointParams FocusPoint; // 0x0118(0x0038) (Edit)
2200  unsigned long bFocusPointSet : 1; // 0x0150(0x0004)
2201  unsigned long bFocusPointSuccessful : 1; // 0x0150(0x0004) (Transient)
2202  unsigned long bDoingACameraTurn : 1; // 0x0150(0x0004)
2203  unsigned long bTurnAlignTargetWhenFinished : 1; // 0x0150(0x0004)
2204  unsigned long bDrawDebug : 1; // 0x0150(0x0004) (Edit)
2205  unsigned long bDoingDirectLook : 1; // 0x0150(0x0004) (Transient)
2206  unsigned long bDebugChangedCameraMode : 1; // 0x0150(0x0004) (Edit)
2207  unsigned long bDoSeamlessPivotTransition : 1; // 0x0150(0x0004) (Transient)
2208  float TurnCurTime; // 0x0154(0x0004)
2209  int TurnStartAngle; // 0x0158(0x0004)
2210  int TurnEndAngle; // 0x015C(0x0004)
2211  float TurnTotalTime; // 0x0160(0x0004)
2212  float TurnDelay; // 0x0164(0x0004)
2213  int LastPostCamTurnYaw; // 0x0168(0x0004) (Transient)
2214  int DirectLookYaw; // 0x016C(0x0004) (Transient)
2215  float DirectLookInterpSpeed; // 0x0170(0x0004) (Edit)
2216  float WorstLocInterpSpeed; // 0x0174(0x0004) (Edit)
2217  struct FVector LastWorstLocationLocal; // 0x0178(0x000C) (Transient)
2218  struct FVector LastWorstLocation; // 0x0184(0x000C) (Transient)
2219  struct FVector LastPreModifierCameraLoc; // 0x0190(0x000C) (Transient)
2220  struct FRotator LastPreModifierCameraRot; // 0x019C(0x000C) (Transient)
2222  struct FVector LastOffsetAdjustment; // 0x01B8(0x000C) (Transient)
2223 
2225  {
2226  static UClass* ptr = nullptr;
2227  if (!ptr)
2228  ptr = UObject::FindClass("Class GameFramework.GameThirdPersonCamera");
2229  return ptr;
2230  }
2231 
2232 
2233  void ResetInterpolation();
2235  void OnBecomeActive(class UGameCameraBase* OldCamera);
2236  void ProcessViewRotation(float DeltaTime, class AActor* ViewTarget, struct FRotator* out_ViewRotation, struct FRotator* out_DeltaRot);
2237  void UpdateCameraMode(class APawn* P);
2239  void AdjustFocusPointInterpolation(const struct FRotator& Delta);
2241  void UpdateFocusPoint(class APawn* P);
2242  void ClearFocusPoint(bool bLeaveCameraRotation);
2243  class AActor* GetFocusActor();
2244  void SetFocusOnActor(class AActor* FocusActor, const struct FName& FocusBoneName, const struct FVector2D& InterpSpeedRange, const struct FVector2D& InFocusFOV, float CameraFOV, bool bAlwaysFocus, bool bAdjustCamera, bool bIgnoreTrace, float FocusPitchOffsetDeg);
2245  void SetFocusOnLoc(const struct FVector& FocusWorldLoc, const struct FVector2D& InterpSpeedRange, const struct FVector2D& InFocusFOV, float CameraFOV, bool bAlwaysFocus, bool bAdjustCamera, bool bIgnoreTrace, float FocusPitchOffsetDeg);
2246  void AdjustTurn(int AngleOffset);
2247  void EndTurn();
2248  void BeginTurn(int StartAngle, int EndAngle, float TimeSec, float DelaySec, bool bAlignTargetWhenFinished);
2249  void PlayerUpdateCamera(class APawn* P, class AGamePlayerCamera* CameraActor, float DeltaTime, struct FTViewTarget* OutVT);
2250  void UpdateCamera(class APawn* P, class AGamePlayerCamera* CameraActor, float DeltaTime, struct FTViewTarget* OutVT);
2251  float GetDesiredFOV(class APawn* ViewedPawn);
2252  void Init();
2253  void Reset();
2254  class UGameThirdPersonCameraMode* CreateCameraMode(class UClass* ModeClass);
2255 };
2256 
2257 
2258 // Class GameFramework.GamePlayerCamera
2259 // 0x0084 (0x0650 - 0x05CC)
2261 {
2262 public:
2263  class UGameCameraBase* ThirdPersonCam; // 0x05CC(0x0008) (Edit, Transient, EditInline)
2264  class UClass* ThirdPersonCameraClass; // 0x05D4(0x0008) (Edit, Const)
2265  class UGameCameraBase* FixedCam; // 0x05DC(0x0008) (Edit, Transient, EditInline)
2266  class UClass* FixedCameraClass; // 0x05E4(0x0008) (Edit, Const)
2267  class UGameCameraBase* CurrentCamera; // 0x05EC(0x0008) (Edit, Transient, EditInline)
2268  unsigned long bUseForcedCamFOV : 1; // 0x05F4(0x0004) (Transient)
2269  unsigned long bInterpolateCamChanges : 1; // 0x05F4(0x0004) (Transient)
2270  unsigned long bResetInterp : 1; // 0x05F4(0x0004) (Transient)
2271  float ForcedCamFOV; // 0x05F8(0x0004) (Transient)
2272  class AActor* LastViewTarget; // 0x05FC(0x0008) (Transient)
2273  float SplitScreenShakeScale; // 0x0604(0x0004) (Edit, Const)
2274  class AActor* LastTargetBase; // 0x0608(0x0008) (Transient)
2275  struct FMatrix LastTargetBaseTM; // 0x0610(0x0040) (Transient)
2276 
2278  {
2279  static UClass* ptr = nullptr;
2280  if (!ptr)
2281  ptr = UObject::FindClass("Class GameFramework.GamePlayerCamera");
2282  return ptr;
2283  }
2284 
2285 
2286  float AdjustFOVForViewport(float inHorizFOV, class APawn* CameraTargetPawn);
2287  void ProcessViewRotation(float DeltaTime, struct FRotator* out_ViewRotation, struct FRotator* out_DeltaRot);
2288  void ResetInterpolation();
2289  void SetColorScale(const struct FVector& NewColorScale);
2290  void DisplayDebug(class AHUD* HUD, float* out_YL, float* out_YPos);
2291  void UpdateCameraLensEffects(struct FTViewTarget* OutVT);
2292  void UpdateViewTarget(float DeltaTime, struct FTViewTarget* OutVT);
2294  class UGameCameraBase* FindBestCameraType(class AActor* CameraTarget);
2295  void Reset();
2296  void PostBeginPlay();
2297  void CacheLastTargetBaseInfo(class AActor* TargetBase);
2298  class UGameCameraBase* CreateCamera(class UClass* CameraClass);
2299 };
2300 
2301 
2302 // Class GameFramework.GameThirdPersonCameraMode
2303 // 0x01F5 (0x0245 - 0x0050)
2305 {
2306 public:
2307  class UGameThirdPersonCamera* ThirdPersonCam; // 0x0050(0x0008) (Transient)
2308  float FOVAngle; // 0x0058(0x0004) (Edit, Const, Config)
2309  float BlendTime; // 0x005C(0x0004) (Edit)
2310  unsigned long bLockedToViewTarget : 1; // 0x0060(0x0004) (Edit, Const)
2311  unsigned long bDirectLook : 1; // 0x0060(0x0004) (Edit, Const)
2312  unsigned long bFollowTarget : 1; // 0x0060(0x0004) (Edit, Const)
2313  unsigned long bInterpLocation : 1; // 0x0060(0x0004) (Edit)
2314  unsigned long bUsePerAxisOriginLocInterp : 1; // 0x0060(0x0004) (Edit)
2315  unsigned long bInterpRotation : 1; // 0x0060(0x0004) (Edit)
2316  unsigned long bRotInterpSpeedConstant : 1; // 0x0060(0x0004) (Edit)
2317  unsigned long bDoPredictiveAvoidance : 1; // 0x0060(0x0004) (Edit, Const)
2318  unsigned long bValidateWorstLoc : 1; // 0x0060(0x0004) (Edit, Const)
2319  unsigned long bSkipCameraCollision : 1; // 0x0060(0x0004) (Edit)
2320  unsigned long bSmoothViewOffsetPitchChanges : 1; // 0x0060(0x0004) (Edit, Const)
2321  unsigned long bApplyDeltaViewOffset : 1; // 0x0060(0x0004) (Edit)
2322  unsigned long bAdjustDOF : 1; // 0x0060(0x0004) (Edit, Const)
2323  unsigned long bDOFUpdated : 1; // 0x0060(0x0004) (Transient)
2324  unsigned long bNoFOVPostProcess : 1; // 0x0060(0x0004)
2325  unsigned long bInterpViewOffsetOnlyForCamTransition : 1; // 0x0060(0x0004) (Edit)
2326  float FollowingInterpSpeed_Pitch; // 0x0064(0x0004) (Edit, Const)
2327  float FollowingInterpSpeed_Yaw; // 0x0068(0x0004) (Edit, Const)
2328  float FollowingInterpSpeed_Roll; // 0x006C(0x0004) (Edit, Const)
2329  float FollowingCameraVelThreshold; // 0x0070(0x0004) (Edit, Const)
2330  float OriginLocInterpSpeed; // 0x0074(0x0004) (Edit)
2331  struct FVector PerAxisOriginLocInterpSpeed; // 0x0078(0x000C) (Edit)
2332  float OriginRotInterpSpeed; // 0x0084(0x0004) (Edit)
2333  struct FVector StrafeLeftAdjustment; // 0x0088(0x000C) (Edit, Const)
2334  struct FVector StrafeRightAdjustment; // 0x0094(0x000C) (Edit, Const)
2335  float StrafeOffsetScalingThreshold; // 0x00A0(0x0004) (Edit, Const)
2336  float StrafeOffsetInterpSpeedIn; // 0x00A4(0x0004) (Edit, Const)
2337  float StrafeOffsetInterpSpeedOut; // 0x00A8(0x0004) (Edit, Const)
2338  struct FVector LastStrafeOffset; // 0x00AC(0x000C) (Transient)
2339  struct FVector RunFwdAdjustment; // 0x00B8(0x000C) (Edit, Const)
2340  struct FVector RunBackAdjustment; // 0x00C4(0x000C) (Edit, Const)
2341  float RunOffsetScalingThreshold; // 0x00D0(0x0004) (Edit, Const)
2342  float RunOffsetInterpSpeedIn; // 0x00D4(0x0004) (Edit, Const)
2343  float RunOffsetInterpSpeedOut; // 0x00D8(0x0004) (Edit, Const)
2344  struct FVector LastRunOffset; // 0x00DC(0x000C) (Transient)
2345  struct FVector WorstLocOffset; // 0x00E8(0x000C) (Edit)
2346  struct FVector TargetRelativeCameraOriginOffset; // 0x00F4(0x000C) (Edit, Const)
2347  struct FViewOffsetData ViewOffset; // 0x0100(0x0024) (Edit, Const)
2348  struct FViewOffsetData ViewOffset_ViewportAdjustments[0x6]; // 0x0124(0x0024) (Edit, Const)
2349  float DOF_FalloffExponent; // 0x01FC(0x0004) (Edit, Const)
2350  float DOF_BlurKernelSize; // 0x0200(0x0004) (Edit, Const)
2351  float DOF_FocusInnerRadius; // 0x0204(0x0004) (Edit, Const)
2352  float DOF_MaxNearBlurAmount; // 0x0208(0x0004) (Edit, Const)
2353  float DOF_MaxFarBlurAmount; // 0x020C(0x0004) (Edit, Const)
2354  float LastDOFRadius; // 0x0210(0x0004) (Transient)
2355  float LastDOFDistance; // 0x0214(0x0004) (Transient)
2356  float DOFDistanceInterpSpeed; // 0x0218(0x0004) (Edit, Const)
2357  struct FVector DOFTraceExtent; // 0x021C(0x000C) (Edit, Const)
2358  float DOF_RadiusFalloff; // 0x0228(0x0004) (Edit, Const)
2359  struct FVector2D DOF_RadiusRange; // 0x022C(0x0008) (Edit, Const)
2360  struct FVector2D DOF_RadiusDistRange; // 0x0234(0x0008) (Edit, Const)
2361  float ViewOffsetInterp; // 0x023C(0x0004)
2362  float OffsetAdjustmentInterpSpeed; // 0x0240(0x0004) (Edit)
2364 
2366  {
2367  static UClass* ptr = nullptr;
2368  if (!ptr)
2369  ptr = UObject::FindClass("Class GameFramework.GameThirdPersonCameraMode");
2370  return ptr;
2371  }
2372 
2373 
2374  void SetViewOffset(struct FViewOffsetData* NewViewOffset);
2376  void UpdatePostProcess(float DeltaTime, struct FTViewTarget* VT);
2377  struct FVector DOFTrace(class AActor* TraceOwner, const struct FVector& StartTrace, const struct FVector& EndTrace);
2378  struct FVector GetDOFFocusLoc(class AActor* TraceOwner, const struct FVector& StartTrace, const struct FVector& EndTrace);
2379  void ProcessViewRotation(float DeltaTime, class AActor* ViewTarget, struct FRotator* out_ViewRotation, struct FRotator* out_DeltaRot);
2380  bool SetFocusPoint(class APawn* ViewedPawn);
2381  struct FVector GetCameraWorstCaseLoc(class APawn* TargetPawn, const struct FTViewTarget& CurrentViewTarget);
2382  float GetDesiredFOV(class APawn* ViewedPawn);
2383  struct FVector AdjustViewOffset(class APawn* P, const struct FVector& Offset);
2384  void OnBecomeInActive(class APawn* TargetPawn, class UGameThirdPersonCameraMode* NewMode);
2385  void OnBecomeActive(class APawn* TargetPawn, class UGameThirdPersonCameraMode* PrevMode);
2386  void Init();
2387 };
2388 
2389 
2390 // Class GameFramework.GameThirdPersonCameraMode_Default
2391 // 0x000F (0x0254 - 0x0245)
2393 {
2394 public:
2395  unsigned char UnknownData00[0x3]; // 0x0245(0x0003) MISSED OFFSET
2396  float WorstLocAimingZOffset; // 0x0248(0x0004) (Edit, Const)
2397  unsigned long bTemporaryOriginRotInterp : 1; // 0x024C(0x0004) (Transient)
2398  float TemporaryOriginRotInterpSpeed; // 0x0250(0x0004) (Edit, Const)
2399 
2401  {
2402  static UClass* ptr = nullptr;
2403  if (!ptr)
2404  ptr = UObject::FindClass("Class GameFramework.GameThirdPersonCameraMode_Default");
2405  return ptr;
2406  }
2407 
2408 };
2409 
2410 
2411 // Class GameFramework.GameSpecialMove
2412 // 0x0048 (0x0098 - 0x0050)
2414 {
2415 public:
2416  class AGamePawn* PawnOwner; // 0x0050(0x0008)
2417  struct FName Handle; // 0x0058(0x0008)
2418  float LastCanDoSpecialMoveTime; // 0x0060(0x0004) (Transient)
2419  unsigned long bLastCanDoSpecialMove : 1; // 0x0064(0x0004)
2420  unsigned long bReachPreciseDestination : 1; // 0x0064(0x0004) (Const)
2421  unsigned long bReachedPreciseDestination : 1; // 0x0064(0x0004) (Const)
2422  unsigned long bReachPreciseRotation : 1; // 0x0064(0x0004) (Const)
2423  unsigned long bReachedPreciseRotation : 1; // 0x0064(0x0004) (Const)
2424  unsigned long bForcePrecisePosition : 1; // 0x0064(0x0004)
2425  struct FVector PreciseDestination; // 0x0068(0x000C) (Const)
2426  class AActor* PreciseDestBase; // 0x0074(0x0008) (Const)
2427  struct FVector PreciseDestRelOffset; // 0x007C(0x000C) (Const)
2428  float PreciseRotationInterpolationTime; // 0x0088(0x0004) (Const)
2429  struct FRotator PreciseRotation; // 0x008C(0x000C) (Const)
2430 
2432  {
2433  static UClass* ptr = nullptr;
2434  if (!ptr)
2435  ptr = UObject::FindClass("Class GameFramework.GameSpecialMove");
2436  return ptr;
2437  }
2438 
2439 
2440  struct FVector RelativeToWorldOffset(const struct FRotator& InRotation, const struct FVector& RelativeSpaceOffset);
2441  struct FVector WorldToRelativeOffset(const struct FRotator& InRotation, const struct FVector& WorldSpaceOffset);
2442  void ForcePawnRotation(class APawn* P, const struct FRotator& NewRotation);
2443  bool MessageEvent(const struct FName& EventName, class UObject* Sender);
2444  void ResetFacePreciseRotation();
2445  void ReachedPrecisePosition();
2446  void SetFacePreciseRotation(const struct FRotator& RotationToFace, float InterpolationTime);
2447  void SetReachPreciseDestination(const struct FVector& DestinationToReach, bool bCancel);
2448  bool ShouldReplicate();
2449  void SpecialMoveFlagsUpdated();
2450  void Tick(float DeltaTime);
2451  void SpecialMoveEnded(const struct FName& PrevMove, const struct FName& NextMove);
2452  void SpecialMoveStarted(bool bForced, const struct FName& PrevMove);
2453  bool InternalCanDoSpecialMove();
2454  bool CanDoSpecialMove(bool bForceCheck);
2455  bool CanOverrideSpecialMove(const struct FName& InMove);
2456  bool CanOverrideMoveWith(const struct FName& NewMove);
2457  bool CanChainMove(const struct FName& NextMove);
2458  void ExtractSpecialMoveFlags(int Flags);
2459  void InitSpecialMoveFlags(int* out_Flags);
2460  void InitSpecialMove(class AGamePawn* inPawn, const struct FName& InHandle);
2461 };
2462 
2463 
2464 // Class GameFramework.GameStateObject
2465 // 0x0030 (0x00A8 - 0x0078)
2467 {
2468 public:
2469  struct FArray_Mirror TeamStates; // 0x0078(0x0010) (Const, Native)
2470  struct FArray_Mirror PlayerStates; // 0x0088(0x0010) (Const, Native)
2472  unsigned char UnknownData00[0x3]; // 0x0099(0x0003) MISSED OFFSET
2473  unsigned long bIsMatchStarted : 1; // 0x009C(0x0004)
2474  unsigned long bIsRoundStarted : 1; // 0x009C(0x0004)
2475  int RoundNumber; // 0x00A0(0x0004)
2476  int MaxRoundNumber; // 0x00A4(0x0004)
2477 
2479  {
2480  static UClass* ptr = nullptr;
2481  if (!ptr)
2482  ptr = UObject::FindClass("Class GameFramework.GameStateObject");
2483  return ptr;
2484  }
2485 
2486 
2487  void Reset();
2488  void PreProcessStream();
2489 };
2490 
2491 
2492 // Class GameFramework.GameStatsAggregator
2493 // 0x0248 (0x02C0 - 0x0078)
2495 {
2496 public:
2497  class UGameStateObject* GameState; // 0x0078(0x0008)
2498  TArray<struct FAggregateEventMapping> AggregatesList; // 0x0080(0x0010) (NeedCtorLink)
2499  struct FMap_Mirror AggregateEventsMapping; // 0x0090(0x0048) (Const, Native, Transient)
2500  TArray<struct FGameplayEventMetaData> AggregateEvents; // 0x00D8(0x0010) (NeedCtorLink)
2501  TArray<int> AggregatesFound; // 0x00E8(0x0010) (Const, NeedCtorLink)
2502  struct FGameEvents AllGameEvents; // 0x00F8(0x0048)
2503  TArray<struct FTeamEvents> AllTeamEvents; // 0x0140(0x0010) (Const, NeedCtorLink)
2504  TArray<struct FPlayerEvents> AllPlayerEvents; // 0x0150(0x0010) (Const, NeedCtorLink)
2505  struct FWeaponEvents AllWeaponEvents; // 0x0160(0x0058) (Const, NeedCtorLink)
2506  struct FProjectileEvents AllProjectileEvents; // 0x01B8(0x0058) (Const, NeedCtorLink)
2507  struct FPawnEvents AllPawnEvents; // 0x0210(0x0058) (Const, NeedCtorLink)
2508  struct FDamageEvents AllDamageEvents; // 0x0268(0x0058) (Const, NeedCtorLink)
2509 
2511  {
2512  static UClass* ptr = nullptr;
2513  if (!ptr)
2514  ptr = UObject::FindClass("Class GameFramework.GameStatsAggregator");
2515  return ptr;
2516  }
2517 
2518 
2519  bool GetAggregateMappingIDs(int EventID, int* AggregateID, int* TargetAggregateID);
2520  void Reset();
2521  void PostProcessStream();
2522  void PreProcessStream();
2523 };
2524 
2525 
2526 // Class GameFramework.SeqAct_ToggleMouseCursor
2527 // 0x0000 (0x0150 - 0x0150)
2529 {
2530 public:
2531 
2533  {
2534  static UClass* ptr = nullptr;
2535  if (!ptr)
2536  ptr = UObject::FindClass("Class GameFramework.SeqAct_ToggleMouseCursor");
2537  return ptr;
2538  }
2539 
2540 };
2541 
2542 
2543 // Class GameFramework.GameWaveForms
2544 // 0x0020 (0x0070 - 0x0050)
2545 class UGameWaveForms : public UObject
2546 {
2547 public:
2551  class UForceFeedbackWaveform* CameraShakeBigLong; // 0x0068(0x0008)
2552 
2554  {
2555  static UClass* ptr = nullptr;
2556  if (!ptr)
2557  ptr = UObject::FindClass("Class GameFramework.GameWaveForms");
2558  return ptr;
2559  }
2560 
2561 };
2562 
2563 
2564 // Class GameFramework.DebugCameraHUD
2565 // 0x0004 (0x0590 - 0x058C)
2566 class ADebugCameraHUD : public AHUD
2567 {
2568 public:
2569  unsigned long bDrawDebugText : 1; // 0x058C(0x0004)
2570 
2572  {
2573  static UClass* ptr = nullptr;
2574  if (!ptr)
2575  ptr = UObject::FindClass("Class GameFramework.DebugCameraHUD");
2576  return ptr;
2577  }
2578 
2579 
2580  void PostRender();
2581  bool DisplayMaterials(float X, float DY, class UMeshComponent* MeshComp, float* Y);
2582  void PostBeginPlay();
2583 };
2584 
2585 
2586 // Class GameFramework.DebugCameraInput
2587 // 0x0000 (0x02B0 - 0x02B0)
2589 {
2590 public:
2591 
2593  {
2594  static UClass* ptr = nullptr;
2595  if (!ptr)
2596  ptr = UObject::FindClass("Class GameFramework.DebugCameraInput");
2597  return ptr;
2598  }
2599 
2600 
2601  bool InputKey(int ControllerId, const struct FName& Key, TEnumAsByte<EInputEvent> Event, float AmountDepressed, bool bGamepad);
2602 };
2603 
2604 
2605 // Class GameFramework.GameCrowdSpawnerInterface
2606 // 0x0000 (0x0050 - 0x0050)
2608 {
2609 public:
2610 
2612  {
2613  static UClass* ptr = nullptr;
2614  if (!ptr)
2615  ptr = UObject::FindClass("Class GameFramework.GameCrowdSpawnerInterface");
2616  return ptr;
2617  }
2618 
2619 
2620  float GetMaxSpawnDist();
2621  void AgentDestroyed(class AGameCrowdAgent* Agent);
2622 };
2623 
2624 
2625 // Class GameFramework.GameCrowdSpawnInterface
2626 // 0x0000 (0x0050 - 0x0050)
2628 {
2629 public:
2630 
2632  {
2633  static UClass* ptr = nullptr;
2634  if (!ptr)
2635  ptr = UObject::FindClass("Class GameFramework.GameCrowdSpawnInterface");
2636  return ptr;
2637  }
2638 
2639 
2640  void GetSpawnPosition(class USeqAct_GameCrowdSpawner* Spawner, struct FVector* SpawnPos, struct FRotator* SpawnRot);
2641 };
2642 
2643 
2644 // Class GameFramework.DynamicGameCrowdDestination
2645 // 0x0000 (0x0320 - 0x0320)
2647 {
2648 public:
2649 
2651  {
2652  static UClass* ptr = nullptr;
2653  if (!ptr)
2654  ptr = UObject::FindClass("Class GameFramework.DynamicGameCrowdDestination");
2655  return ptr;
2656  }
2657 
2658 };
2659 
2660 
2661 // Class GameFramework.GameAICmd_Hover_MoveToGoal
2662 // 0x0044 (0x00B8 - 0x0074)
2664 {
2665 public:
2666  class AActor* Path; // 0x0074(0x0008) (Transient)
2667  class AActor* Find; // 0x007C(0x0008) (Transient)
2668  class AActor* Goal; // 0x0084(0x0008) (Transient)
2669  float Radius; // 0x008C(0x0004)
2670  unsigned long bWasFiring : 1; // 0x0090(0x0004) (Transient)
2671  float DesiredHoverHeight; // 0x0094(0x0004)
2672  float CurrentHoverHeight; // 0x0098(0x0004) (Transient)
2673  float SubGoalReachDist; // 0x009C(0x0004)
2674  float GoalDistance; // 0x00A0(0x0004)
2675  struct FVector MoveVectDest; // 0x00A4(0x000C) (Transient)
2676  class UReachSpec* CurrentSpec; // 0x00B0(0x0008) (Transient)
2677 
2679  {
2680  static UClass* ptr = nullptr;
2681  if (!ptr)
2682  ptr = UObject::FindClass("Class GameFramework.GameAICmd_Hover_MoveToGoal");
2683  return ptr;
2684  }
2685 
2686 
2687  bool IsEnemyBasedOnInterpActor(class APawn* InEnemy);
2688  bool HandlePathObstruction(class AActor* BlockedBy);
2689  void Pushed();
2690  bool STATIC_MoveToGoal(class AGameAIController* AI, class AActor* InGoal, float InGoalDistance, float InHoverHeight);
2691 };
2692 
2693 
2694 // Class GameFramework.GameAICmd_Hover_MoveToGoal_Mesh
2695 // 0x0098 (0x010C - 0x0074)
2697 {
2698 public:
2699  class AActor* Find; // 0x0074(0x0008) (Transient)
2700  float Radius; // 0x007C(0x0004)
2701  unsigned long bWasFiring : 1; // 0x0080(0x0004) (Transient)
2702  unsigned long bFinalApproach : 1; // 0x0080(0x0004)
2703  unsigned long bFallbackMoveToMesh : 1; // 0x0080(0x0004)
2704  float DesiredHoverHeight; // 0x0084(0x0004)
2705  float CurrentHoverHeight; // 0x0088(0x0004) (Transient)
2706  float SubGoalReachDist; // 0x008C(0x0004)
2707  float GoalDistance; // 0x0090(0x0004) (Transient)
2708  struct FVector IntermediatePoint; // 0x0094(0x000C) (Transient)
2709  struct FVector LastMovePoint; // 0x00A0(0x000C) (Transient)
2710  int NumMovePointFails; // 0x00AC(0x0004) (Transient)
2711  int MaxMovePointFails; // 0x00B0(0x0004)
2712  struct FVector FallbackDest; // 0x00B4(0x000C) (Transient)
2713  class AActor* MoveToActor; // 0x00C0(0x0008) (Transient)
2714  struct FBasedPosition LastMoveTargetPathLocation; // 0x00C8(0x0038)
2715  struct FVector InitialFinalDestination; // 0x0100(0x000C) (Transient)
2716 
2718  {
2719  static UClass* ptr = nullptr;
2720  if (!ptr)
2721  ptr = UObject::FindClass("Class GameFramework.GameAICmd_Hover_MoveToGoal_Mesh");
2722  return ptr;
2723  }
2724 
2725 
2726  void DrawDebug(class AHUD* H, const struct FName& Category);
2727  bool IsEnemyBasedOnInterpActor(class APawn* InEnemy);
2728  bool ShouldUpdateBreadCrumbs();
2729  bool HasReachedGoal();
2730  void ReEvaluatePath();
2731  bool HandlePathObstruction(class AActor* BlockedBy);
2732  void Tick(float DeltaTime);
2733  void Popped();
2734  void Pushed();
2735  bool STATIC_HoverBackToMesh(class AGameAIController* AI);
2736  bool STATIC_HoverToPoint(class AGameAIController* AI, const struct FVector& InPoint, float InGoalDistance, float InHoverHeight);
2737  bool STATIC_HoverToGoal(class AGameAIController* AI, class AActor* InGoal, float InGoalDistance, float InHoverHeight);
2738 };
2739 
2740 
2741 // Class GameFramework.GameCrowd_ListOfAgents
2742 // 0x0010 (0x0060 - 0x0050)
2744 {
2745 public:
2746  TArray<struct FAgentArchetypeInfo> ListOfAgents; // 0x0050(0x0010) (Edit, NeedCtorLink)
2747 
2749  {
2750  static UClass* ptr = nullptr;
2751  if (!ptr)
2752  ptr = UObject::FindClass("Class GameFramework.GameCrowd_ListOfAgents");
2753  return ptr;
2754  }
2755 
2756 };
2757 
2758 
2759 // Class GameFramework.GameCrowdInteractionDestination
2760 // 0x0000 (0x0320 - 0x0320)
2762 {
2763 public:
2764 
2766  {
2767  static UClass* ptr = nullptr;
2768  if (!ptr)
2769  ptr = UObject::FindClass("Class GameFramework.GameCrowdInteractionDestination");
2770  return ptr;
2771  }
2772 
2773 };
2774 
2775 
2776 // Class GameFramework.GameExplosionContent
2777 // 0x0070 (0x00C0 - 0x0050)
2779 {
2780 public:
2781  unsigned long bAutoControllerVibration : 1; // 0x0050(0x0004) (Edit, Const)
2782  unsigned long bOrientCameraShakeTowardsEpicenter : 1; // 0x0050(0x0004) (Edit, Const)
2783  class USoundCue* ExplosionSound; // 0x0054(0x0008) (Edit, Const)
2784  class UCameraShake* CamShake; // 0x005C(0x0008) (Edit, Const)
2785  class UCameraShake* CamShake_Left; // 0x0064(0x0008) (Edit, Const)
2786  class UCameraShake* CamShake_Right; // 0x006C(0x0008) (Edit, Const)
2787  class UCameraShake* CamShake_Rear; // 0x0074(0x0008) (Edit, Const)
2788  float CamShakeInnerRadius; // 0x007C(0x0004) (Edit, Const)
2789  float CamShakeOuterRadius; // 0x0080(0x0004) (Edit, Const)
2790  float CamShakeFalloff; // 0x0084(0x0004) (Edit, Const)
2791  class UClass* CameraLensEffect; // 0x0088(0x0008) (Edit, Const)
2792  float CameraLensEffectRadius; // 0x0090(0x0004) (Edit, Const)
2793  class UPointLightComponent* ExploLight; // 0x0094(0x0008) (Edit, Const, ExportObject, Component, EditInline)
2794  float ExploLightFadeOutTime; // 0x009C(0x0004) (Edit, Const)
2795  class URadialBlurComponent* ExploRadialBlur; // 0x00A0(0x0008) (Edit, Const, ExportObject, Component, EditInline)
2796  float ExploRadialBlurFadeOutTime; // 0x00A8(0x0004) (Edit, Const)
2797  float ExploRadialBlurMaxBlur; // 0x00AC(0x0004) (Edit, Const)
2798  class UParticleSystem* ParticleEmitterTemplate; // 0x00B0(0x0008) (Edit, Const)
2799  class AFogVolumeSphericalDensityInfo* FogVolumeArchetype; // 0x00B8(0x0008) (Edit, Const)
2800 
2802  {
2803  static UClass* ptr = nullptr;
2804  if (!ptr)
2805  ptr = UObject::FindClass("Class GameFramework.GameExplosionContent");
2806  return ptr;
2807  }
2808 
2809 };
2810 
2811 
2812 // Class GameFramework.GameFixedCamera
2813 // 0x0004 (0x0060 - 0x005C)
2815 {
2816 public:
2817  float DefaultFOV; // 0x005C(0x0004) (Edit, Const)
2818 
2820  {
2821  static UClass* ptr = nullptr;
2822  if (!ptr)
2823  ptr = UObject::FindClass("Class GameFramework.GameFixedCamera");
2824  return ptr;
2825  }
2826 
2827 
2828  void OnBecomeActive(class UGameCameraBase* OldCamera);
2829  void UpdateCamera(class APawn* P, class AGamePlayerCamera* CameraActor, float DeltaTime, struct FTViewTarget* OutVT);
2830 };
2831 
2832 
2833 // Class GameFramework.GameKActorSpawnableEffect
2834 // 0x0000 (0x0398 - 0x0398)
2836 {
2837 public:
2838 
2840  {
2841  static UClass* ptr = nullptr;
2842  if (!ptr)
2843  ptr = UObject::FindClass("Class GameFramework.GameKActorSpawnableEffect");
2844  return ptr;
2845  }
2846 
2847 
2848  void StartScalingDown();
2849  void FellOutOfWorld(class UClass* dmgType);
2850  void PostBeginPlay();
2851 };
2852 
2853 
2854 // Class GameFramework.MobileDebugCameraController
2855 // 0x000C (0x07E0 - 0x07D4)
2857 {
2858 public:
2859  int OldMobileGroup; // 0x07D4(0x0004)
2860  class UMobilePlayerInput* MPI; // 0x07D8(0x0008)
2861 
2863  {
2864  static UClass* ptr = nullptr;
2865  if (!ptr)
2866  ptr = UObject::FindClass("Class GameFramework.MobileDebugCameraController");
2867  return ptr;
2868  }
2869 
2870 
2871  void SetupDebugZones();
2872  void InitInputSystem();
2873  void OnDeactivate(class APlayerController* PC);
2874  void InitDebugInputSystem();
2875  void OnActivate(class APlayerController* PC);
2876 };
2877 
2878 
2879 // Class GameFramework.MobileDebugCameraInput
2880 // 0x0000 (0x0544 - 0x0544)
2882 {
2883 public:
2884 
2886  {
2887  static UClass* ptr = nullptr;
2888  if (!ptr)
2889  ptr = UObject::FindClass("Class GameFramework.MobileDebugCameraInput");
2890  return ptr;
2891  }
2892 
2893 
2894  bool InputKey(int ControllerId, const struct FName& Key, TEnumAsByte<EInputEvent> Event, float AmountDepressed, bool bGamepad);
2895 };
2896 
2897 
2898 // Class GameFramework.MobileDebugCameraHUD
2899 // 0x0004 (0x06AC - 0x06A8)
2901 {
2902 public:
2903  unsigned long bDrawDebugText : 1; // 0x06A8(0x0004)
2904 
2906  {
2907  static UClass* ptr = nullptr;
2908  if (!ptr)
2909  ptr = UObject::FindClass("Class GameFramework.MobileDebugCameraHUD");
2910  return ptr;
2911  }
2912 
2913 
2914  void PostRender();
2915  bool DisplayMaterials(float X, float DY, class UMeshComponent* MeshComp, float* Y);
2916  void PostBeginPlay();
2917 };
2918 
2919 
2920 // Class GameFramework.MobileMenuBar
2921 // 0x001C (0x00E8 - 0x00CC)
2923 {
2924 public:
2925  unsigned long bIsVertical : 1; // 0x00CC(0x0004) (Edit)
2926  unsigned long bDirty : 1; // 0x00CC(0x0004)
2927  int SelectedIndex; // 0x00D0(0x0004) (Edit)
2928  int FirstItem; // 0x00D4(0x0004)
2929  TArray<class UMobileMenuBarItem*> Items; // 0x00D8(0x0010) (NeedCtorLink)
2930 
2932  {
2933  static UClass* ptr = nullptr;
2934  if (!ptr)
2935  ptr = UObject::FindClass("Class GameFramework.MobileMenuBar");
2936  return ptr;
2937  }
2938 
2939 
2940  void UpdateItemViewports();
2941  void SetFirstItem(int first);
2942  void RenderItem(class UCanvas* Canvas, float DeltaTime, int ItemIndex);
2943  void RenderObject(class UCanvas* Canvas, float DeltaTime);
2944  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
2946  int Num();
2947  void AddItem(class UMobileMenuBarItem* Item, int Index);
2948  void InitMenuObject(class UMobilePlayerInput* PlayerInput, class UMobileMenuScene* Scene, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
2949 };
2950 
2951 
2952 // Class GameFramework.MobileMenuBarItem
2953 // 0x0010 (0x0060 - 0x0050)
2955 {
2956 public:
2957  int Width; // 0x0050(0x0004)
2958  int Height; // 0x0054(0x0004)
2959  struct FVector2D VpPos; // 0x0058(0x0008)
2960 
2962  {
2963  static UClass* ptr = nullptr;
2964  if (!ptr)
2965  ptr = UObject::FindClass("Class GameFramework.MobileMenuBarItem");
2966  return ptr;
2967  }
2968 
2969 
2970  void RenderItem(class UMobileMenuBar* Bar, class UCanvas* Canvas, float DeltaTime);
2971 };
2972 
2973 
2974 // Class GameFramework.MobileMenuButton
2975 // 0x0068 (0x0134 - 0x00CC)
2977 {
2978 public:
2979  class UTexture2D* Images[0x2]; // 0x00CC(0x0008)
2980  struct FUVCoords ImagesUVs[0x2]; // 0x00DC(0x0014)
2981  struct FLinearColor ImageColor; // 0x0104(0x0010)
2982  struct FString Caption; // 0x0114(0x0010) (NeedCtorLink)
2983  struct FLinearColor CaptionColor; // 0x0124(0x0010)
2984 
2986  {
2987  static UClass* ptr = nullptr;
2988  if (!ptr)
2989  ptr = UObject::FindClass("Class GameFramework.MobileMenuButton");
2990  return ptr;
2991  }
2992 
2993 
2994  void RenderCaption(class UCanvas* Canvas);
2995  void RenderObject(class UCanvas* Canvas, float DeltaTime);
2996  void InitMenuObject(class UMobilePlayerInput* PlayerInput, class UMobileMenuScene* Scene, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
2997 };
2998 
2999 
3000 // Class GameFramework.MobileMenuElement
3001 // 0x0014 (0x0064 - 0x0050)
3003 {
3004 public:
3005  struct FVector2D VpPos; // 0x0050(0x0008)
3006  struct FVector2D VpSize; // 0x0058(0x0008)
3007  unsigned long bIsVisible : 1; // 0x0060(0x0004)
3008  unsigned long bIsActive : 1; // 0x0060(0x0004)
3009 
3011  {
3012  static UClass* ptr = nullptr;
3013  if (!ptr)
3014  ptr = UObject::FindClass("Class GameFramework.MobileMenuElement");
3015  return ptr;
3016  }
3017 
3018 
3019  void GetIconIndexes(TArray<int>* IconIndexes);
3020  void RenderElement(class UMobileMenuObject* Owner, class UCanvas* Canvas, float DeltaTime, float Opacity);
3021  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, float DeltaTime);
3022 };
3023 
3024 
3025 // Class GameFramework.MobileMenuGame
3026 // 0x0008 (0x04C0 - 0x04B8)
3028 {
3029 public:
3030  class UClass* InitialSceneToDisplayClass; // 0x04B8(0x0008)
3031 
3033  {
3034  static UClass* ptr = nullptr;
3035  if (!ptr)
3036  ptr = UObject::FindClass("Class GameFramework.MobileMenuGame");
3037  return ptr;
3038  }
3039 
3040 
3041  void RestartPlayer(class AController* NewPlayer);
3042  void StartMatch();
3043  void PostLogin(class APlayerController* NewPlayer);
3044 };
3045 
3046 
3047 // Class GameFramework.MobileMenuPlayerController
3048 // 0x0000 (0x0788 - 0x0788)
3050 {
3051 public:
3052 
3054  {
3055  static UClass* ptr = nullptr;
3056  if (!ptr)
3057  ptr = UObject::FindClass("Class GameFramework.MobileMenuPlayerController");
3058  return ptr;
3059  }
3060 
3061 };
3062 
3063 
3064 // Class GameFramework.MobileMenuInventory
3065 // 0x0090 (0x015C - 0x00CC)
3067 {
3068 public:
3069  TArray<class UMobileMenuElement*> Slots; // 0x00CC(0x0010) (NeedCtorLink)
3070  TArray<class UMobileMenuElement*> Items; // 0x00DC(0x0010) (NeedCtorLink)
3071  float SideLeewayPercent; // 0x00EC(0x0004)
3072  struct FRenderElementInfo CurrentElement; // 0x00F0(0x0008)
3073  struct FDragElementInfo Drag; // 0x00F8(0x0028)
3074  struct FVector2D ScaleSize; // 0x0120(0x0008)
3075  unsigned long bRenderDragItem : 1; // 0x0128(0x0004)
3076  unsigned long bInitialzed : 1; // 0x0128(0x0004)
3077  struct FScriptDelegate __OnUpdateItemInSlot__Delegate; // 0x012C(0x0010) (NeedCtorLink)
3078  struct FScriptDelegate __DoCanPutItemInSlot__Delegate; // 0x013C(0x0010) (NeedCtorLink)
3079  struct FScriptDelegate __OnUpdateDrag__Delegate; // 0x014C(0x0010) (NeedCtorLink)
3080 
3082  {
3083  static UClass* ptr = nullptr;
3084  if (!ptr)
3085  ptr = UObject::FindClass("Class GameFramework.MobileMenuInventory");
3086  return ptr;
3087  }
3088 
3089 
3090  void GetIconIndexes(TArray<int>* IconIndexes);
3091  void RenderDragItem(class UCanvas* Canvas, float DeltaTime);
3092  void RenderObject(class UCanvas* Canvas, float DeltaTime);
3093  int GetIndexOfItem(class UMobileMenuElement* Item);
3094  int FindSlotIndexAt(float X, float Y);
3095  void InitDragAt(int TouchX, int TouchY);
3096  void UpdateItemInSlot(int InSlot);
3097  class UMobileMenuElement* AddItemToSlot(class UMobileMenuElement* Element, int ToSlot);
3098  bool SwapItemsInSlots(int Slot0, int Slot1);
3099  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
3100  bool CanPutItemInSlot(class UMobileMenuElement* Item, class UMobileMenuElement* ToSlot, int ToIdx, int FromIdx);
3101  void ScaleSlot(class UMobileMenuElement* Slot);
3102  int AddSlot(class UMobileMenuElement* Slot);
3103  void InitMenuObject(class UMobilePlayerInput* PlayerInput, class UMobileMenuScene* Scene, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
3104  void OnUpdateDrag(struct FDragElementInfo* Before, struct FDragElementInfo* After);
3105  bool DoCanPutItemInSlot(class UMobileMenuInventory* FromInv, class UMobileMenuElement* Item, class UMobileMenuElement* ToSlot, int ToIdx, int FromIdx);
3106  void OnUpdateItemInSlot(class UMobileMenuInventory* FromInv, int SlotIndex);
3107 };
3108 
3109 
3110 // Class GameFramework.MobileMenuLabel
3111 // 0x002C (0x00F8 - 0x00CC)
3113 {
3114 public:
3115  struct FString Caption; // 0x00CC(0x0010) (NeedCtorLink)
3116  class UFont* TextFont; // 0x00DC(0x0008)
3117  struct FColor TextColor; // 0x00E4(0x0004)
3118  struct FColor TouchedColor; // 0x00E8(0x0004)
3119  float TextXScale; // 0x00EC(0x0004)
3120  float TextYScale; // 0x00F0(0x0004)
3121  unsigned long bAutoSize : 1; // 0x00F4(0x0004)
3122 
3124  {
3125  static UClass* ptr = nullptr;
3126  if (!ptr)
3127  ptr = UObject::FindClass("Class GameFramework.MobileMenuLabel");
3128  return ptr;
3129  }
3130 
3131 
3132  void RenderObject(class UCanvas* Canvas, float DeltaTime);
3133 };
3134 
3135 
3136 // Class GameFramework.MobileMenuList
3137 // 0x00BC (0x0188 - 0x00CC)
3139 {
3140 public:
3141  unsigned long bIsVerticalList : 1; // 0x00CC(0x0004) (Edit)
3142  unsigned long bDisableScrolling : 1; // 0x00CC(0x0004) (Edit)
3143  unsigned long bForceSelectedToLineup : 1; // 0x00CC(0x0004) (Edit)
3144  unsigned long bTapToScrollToItem : 1; // 0x00CC(0x0004)
3145  unsigned long bLoops : 1; // 0x00CC(0x0004)
3146  float SelectedOffset; // 0x00D0(0x0004) (Edit)
3147  TArray<class UMobileMenuListItem*> Items; // 0x00D4(0x0010) (NeedCtorLink)
3148  struct FSelectedMenuItem SelectedItem; // 0x00E4(0x000C)
3149  struct FMenuListDragInfo Drag; // 0x00F0(0x0054)
3150  struct FMenuListMovementInfo Movement; // 0x0144(0x001C)
3151  float Deacceleration; // 0x0160(0x0004)
3152  float EaseOutExp; // 0x0164(0x0004)
3153  struct FIntPoint ScreenSize; // 0x0168(0x0008)
3154  int FirstVisible; // 0x0170(0x0004)
3155  int LastVisible; // 0x0174(0x0004)
3156  int NumShowEndOfList; // 0x0178(0x0004)
3157  float EndOfListSupression; // 0x017C(0x0004)
3158  struct FVector2D MaskSize; // 0x0180(0x0008)
3159 
3161  {
3162  static UClass* ptr = nullptr;
3163  if (!ptr)
3164  ptr = UObject::FindClass("Class GameFramework.MobileMenuList");
3165  return ptr;
3166  }
3167 
3168 
3169  void GetIconIndexes(TArray<int>* IconIndexes);
3170  int ItemScrollSize(class UMobileMenuListItem* Item);
3171  void RenderObject(class UCanvas* Canvas, float DeltaTime);
3172  void UpdateScroll(float DeltaTime);
3173  float CalculateSelectedItem(float ScrollAmount, bool bForceZeroAdjustment, struct FSelectedMenuItem* Selected);
3174  class UMobileMenuListItem* GetItemClickPosition(float* MouseX, float* MouseY);
3175  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
3176  bool SetSelectedItem(int ItemIndex, bool bForceAll);
3177  int GetNumVisible();
3178  int SetSelectedToVisibleIndex(int VisibleIndex);
3180  float GetAmountSelected(class UMobileMenuListItem* Item);
3182  int Num();
3183  void AddItem(class UMobileMenuListItem* Item, int Index);
3184  void InitMenuObject(class UMobilePlayerInput* PlayerInput, class UMobileMenuScene* Scene, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization);
3185 };
3186 
3187 
3188 // Class GameFramework.MobileMenuListItem
3189 // 0x0008 (0x006C - 0x0064)
3191 {
3192 public:
3193  float Width; // 0x0064(0x0004)
3194  float Height; // 0x0068(0x0004)
3195 
3197  {
3198  static UClass* ptr = nullptr;
3199  if (!ptr)
3200  ptr = UObject::FindClass("Class GameFramework.MobileMenuListItem");
3201  return ptr;
3202  }
3203 
3204 
3205  void RenderItem(class UMobileMenuList* List, class UCanvas* Canvas, float DeltaTime);
3206 };
3207 
3208 
3209 // Class GameFramework.MobileMenuObjectProxy
3210 // 0x0020 (0x00EC - 0x00CC)
3212 {
3213 public:
3214  struct FScriptDelegate __OnTouchEvent__Delegate; // 0x00CC(0x0010) (NeedCtorLink)
3215  struct FScriptDelegate __OnRenderObject__Delegate; // 0x00DC(0x0010) (NeedCtorLink)
3216 
3218  {
3219  static UClass* ptr = nullptr;
3220  if (!ptr)
3221  ptr = UObject::FindClass("Class GameFramework.MobileMenuObjectProxy");
3222  return ptr;
3223  }
3224 
3225 
3226  void RenderObject(class UCanvas* Canvas, float DeltaTime);
3227  bool OnTouch(TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
3228  void OnRenderObject(class UMobileMenuObjectProxy* Proxy, class UCanvas* Canvas, float DeltaTime);
3229  bool OnTouchEvent(class UMobileMenuObjectProxy* Proxy, TEnumAsByte<ETouchType> EventType, float TouchX, float TouchY, class UMobileMenuObject* ObjectOver, float DeltaTime);
3230 };
3231 
3232 
3233 // Class GameFramework.MobileTouchInputVolume
3234 // 0x0004 (0x02AC - 0x02A8)
3236 {
3237 public:
3238  unsigned long bEnabled : 1; // 0x02A8(0x0004)
3239 
3241  {
3242  static UClass* ptr = nullptr;
3243  if (!ptr)
3244  ptr = UObject::FindClass("Class GameFramework.MobileTouchInputVolume");
3245  return ptr;
3246  }
3247 
3248 
3249  void HandleDragOver();
3250  void HandleDoubleClick();
3251  void HandleClick();
3252  void OnToggle(class USeqAct_Toggle* inAction);
3253 };
3254 
3255 
3256 // Class GameFramework.SeqEvent_MobileTouchInputVolume
3257 // 0x0000 (0x0160 - 0x0160)
3259 {
3260 public:
3261 
3263  {
3264  static UClass* ptr = nullptr;
3265  if (!ptr)
3266  ptr = UObject::FindClass("Class GameFramework.SeqEvent_MobileTouchInputVolume");
3267  return ptr;
3268  }
3269 
3270 };
3271 
3272 
3273 // Class GameFramework.TouchableElement3D
3274 // 0x0000 (0x0050 - 0x0050)
3276 {
3277 public:
3278 
3280  {
3281  static UClass* ptr = nullptr;
3282  if (!ptr)
3283  ptr = UObject::FindClass("Class GameFramework.TouchableElement3D");
3284  return ptr;
3285  }
3286 
3287 
3288  void HandleDragOver();
3289  void HandleDoubleClick();
3290  void HandleClick();
3291 };
3292 
3293 
3294 // Class GameFramework.PlayerCollectorGame
3295 // 0x0014 (0x04CC - 0x04B8)
3297 {
3298 public:
3299  int NumberOfClientsToWaitFor; // 0x04B8(0x0004)
3300  struct FString URLToLoad; // 0x04BC(0x0010) (NeedCtorLink)
3301 
3303  {
3304  static UClass* ptr = nullptr;
3305  if (!ptr)
3306  ptr = UObject::FindClass("Class GameFramework.PlayerCollectorGame");
3307  return ptr;
3308  }
3309 
3310 
3311  void GetSeamlessTravelActorList(bool bToEntry, TArray<class AActor*>* ActorList);
3312  class APlayerController* Login(const struct FString& Portal, const struct FString& Options, const struct FUniqueNetId& UniqueId, struct FString* ErrorMessage);
3313 };
3314 
3315 
3316 // Class GameFramework.PMESTG_LeaveADecalBase
3317 // 0x0008 (0x0058 - 0x0050)
3319 {
3320 public:
3321  class UClass* PhysicalMaterialPropertyClass; // 0x0050(0x0008)
3322 
3324  {
3325  static UClass* ptr = nullptr;
3326  if (!ptr)
3327  ptr = UObject::FindClass("Class GameFramework.PMESTG_LeaveADecalBase");
3328  return ptr;
3329  }
3330 
3331 };
3332 
3333 
3334 // Class GameFramework.SeqEvent_HudRenderImage
3335 // 0x003C (0x01B4 - 0x0178)
3337 {
3338 public:
3339  struct FLinearColor DisplayColor; // 0x0178(0x0010) (Edit)
3340  struct FVector DisplayLocation; // 0x0188(0x000C) (Edit)
3341  class UTexture2D* DisplayTexture; // 0x0194(0x0008) (Edit)
3342  float XL; // 0x019C(0x0004) (Edit)
3343  float YL; // 0x01A0(0x0004) (Edit)
3344  float U; // 0x01A4(0x0004) (Edit)
3345  float V; // 0x01A8(0x0004) (Edit)
3346  float UL; // 0x01AC(0x0004) (Edit)
3347  float VL; // 0x01B0(0x0004) (Edit)
3348 
3350  {
3351  static UClass* ptr = nullptr;
3352  if (!ptr)
3353  ptr = UObject::FindClass("Class GameFramework.SeqEvent_HudRenderImage");
3354  return ptr;
3355  }
3356 
3357 
3358  void Render(class UCanvas* TargetCanvas, class AHUD* TargetHud);
3359 };
3360 
3361 
3362 // Class GameFramework.SeqEvent_HudRenderText
3363 // 0x0029 (0x01A1 - 0x0178)
3365 {
3366 public:
3367  class UFont* DisplayFont; // 0x0178(0x0008) (Edit)
3368  struct FColor DisplayColor; // 0x0180(0x0004) (Edit)
3369  struct FVector DisplayLocation; // 0x0184(0x000C) (Edit)
3370  struct FString DisplayText; // 0x0190(0x0010) (Edit, NeedCtorLink)
3372 
3374  {
3375  static UClass* ptr = nullptr;
3376  if (!ptr)
3377  ptr = UObject::FindClass("Class GameFramework.SeqEvent_HudRenderText");
3378  return ptr;
3379  }
3380 
3381 
3383  void Render(class UCanvas* TargetCanvas, class AHUD* TargetHud);
3384 };
3385 
3386 
3387 }
3388 
3389 #ifdef _MSC_VER
3390  #pragma pack(pop)
3391 #endif
SDK::UMobileInputZone::EscapeVelocity
struct FVector2D EscapeVelocity
Definition: LA_GameFramework_classes.hpp:1300
SDK::UGameThirdPersonCameraMode::GetDesiredFOV
float GetDesiredFOV(class APawn *ViewedPawn)
SDK::UMobilePlayerInput::AddKismetEventHandler
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SDK::AGameCrowdAgent::CalcCamera
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SDK::USeqEvent_HudRender::AuthoredGlobalScale
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Definition: LA_GameFramework_classes.hpp:1902
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Definition: LA_GameFramework_classes.hpp:577
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SDK::AGameCrowdAgentSM::InitDebugColor
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Definition: LA_GameFramework_classes.hpp:2416
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Definition: LA_GameFramework_classes.hpp:1485
SDK::UMobilePlayerInput::bAbsoluteTouchLocations
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SDK::UMobileInputZone::OnDoubleTapDelegate
bool OnDoubleTapDelegate(class UMobileInputZone *Zone, TEnumAsByte< ETouchType > EventType, const struct FVector2D &TouchLocation)
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Definition: LA_GameFramework_classes.hpp:988
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Definition: LA_GameFramework_classes.hpp:270
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Definition: LA_GameFramework_classes.hpp:1032
SDK::AGameExplosionActor::Explode
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void HandleBehaviorEvent(TEnumAsByte< ECrowdBehaviorEvent > EventType, class AActor *InInstigator, bool bViralCause, bool bPropagateViralFlag)
SDK::FIntPoint
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class ADebugCameraController * DebugCameraControllerRef
Definition: LA_GameFramework_classes.hpp:219
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Definition: LA_GameFramework_classes.hpp:2218
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struct FString NativeDebugString
Definition: LA_GameFramework_classes.hpp:1512
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Definition: LA_GameFramework_classes.hpp:284
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Definition: LA_GameFramework_classes.hpp:1009
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