Init
This commit is contained in:
Vendored
+826
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/// <reference path="puerts.d.ts" />
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declare module "ue" {
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import {$Ref, $Nullable} from "puerts"
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import * as cpp from "cpp"
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import * as UE from "ue"
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// __TYPE_DECL_START: 9FA413A240D8605756307DB3CCEE61E4
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namespace Game.TopDown.Blueprints.BP_TopDownCharacter {
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class BP_TopDownCharacter_C extends UE.AncientCivilCharacter {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): BP_TopDownCharacter_C;
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static Load(InName: string): BP_TopDownCharacter_C;
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__tid_BP_TopDownCharacter_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 1C959A324E3A2875566047BE6A35E5BA
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namespace Game.TopDown.Blueprints.BP_TopDownPlayerController {
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class BP_TopDownPlayerController_C extends UE.AncientCivilPlayerController {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): BP_TopDownPlayerController_C;
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static Load(InName: string): BP_TopDownPlayerController_C;
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__tid_BP_TopDownPlayerController_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class AnimBlueprintGeneratedMutableData extends UE.AnimBlueprintMutableData {
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constructor();
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constructor(__FloatProperty: number);
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__FloatProperty: number;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedMutableData_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class ABP_Manny_C extends UE.AnimInstance {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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UberGraphFrame: UE.PointerToUberGraphFrame;
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__AnimBlueprintMutables: UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedMutableData;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance;
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AnimBlueprintExtension_Base: UE.AnimSubsystemInstance;
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AnimGraphNode_Root: UE.AnimNode_Root;
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AnimGraphNode_TransitionResult_7: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_6: UE.AnimNode_TransitionResult;
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AnimGraphNode_BlendSpacePlayer: UE.AnimNode_BlendSpacePlayer;
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AnimGraphNode_StateResult_5: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer_3: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_4: UE.AnimNode_StateResult;
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AnimGraphNode_StateMachine_1: UE.AnimNode_StateMachine;
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AnimGraphNode_SaveCachedPose: UE.AnimNode_SaveCachedPose;
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AnimGraphNode_TransitionResult_5: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_4: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_3: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_2: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_1: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult: UE.AnimNode_TransitionResult;
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AnimGraphNode_ApplyAdditive: UE.AnimNode_ApplyAdditive;
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AnimGraphNode_UseCachedPose_1: UE.AnimNode_UseCachedPose;
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AnimGraphNode_SequencePlayer_2: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_3: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer_1: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_2: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_1: UE.AnimNode_StateResult;
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AnimGraphNode_UseCachedPose: UE.AnimNode_UseCachedPose;
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AnimGraphNode_StateResult: UE.AnimNode_StateResult;
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AnimGraphNode_StateMachine: UE.AnimNode_StateMachine;
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AnimGraphNode_Slot: UE.AnimNode_Slot;
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AnimGraphNode_ControlRig: UE.AnimNode_ControlRig;
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__CustomProperty_ShouldDoIKTrace_385011E94C94F6DE70691192D3E0622C: boolean;
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Character: UE.Character;
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MovementComponent: UE.CharacterMovementComponent;
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Velocity: UE.Vector;
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GroundSpeed: number;
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ShouldMove: boolean;
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IsFalling: boolean;
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AnimGraph(AnimGraph: $Ref<UE.PoseLink>) : void;
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/*
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*Executed when the Animation is initialized
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*/
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BlueprintInitializeAnimation() : void;
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/*
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*Executed when the Animation is updated
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*/
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BlueprintUpdateAnimation(DeltaTimeX: number) : void;
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EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_Manny_AnimGraphNode_TransitionResult_305F37BB4A5AD886760B8E99A5C561E1() : void;
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ExecuteUbergraph_ABP_Manny(EntryPoint: number) : void;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Manny_C;
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static Load(InName: string): ABP_Manny_C;
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__tid_ABP_Manny_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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constructor(__NameProperty_154: string, __NameProperty_155: string, __NameProperty_156: string, __NameProperty_157: string, __IntProperty_158: number, __FloatProperty_159: number, __NameProperty_160: string, __IntProperty_161: number, __BoolProperty_162: boolean, __FloatProperty_163: number, __StructProperty_164: UE.InputScaleBiasClampConstants, __FloatProperty_165: number, __BoolProperty_166: boolean, __EnumProperty_167: UE.EAnimSyncMethod, __ByteProperty_168: UE.EAnimGroupRole, __NameProperty_169: string, __NameProperty_170: string, __IntProperty_171: number, __NameProperty_172: string, __NameProperty_173: string, __IntProperty_174: number, __StructProperty_175: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_7: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_6: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_BlendSpacePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SaveCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ApplyAdditive: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_UseCachedPose_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_UseCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_Slot: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess);
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__NameProperty_154: string;
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__NameProperty_155: string;
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__NameProperty_156: string;
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__NameProperty_157: string;
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__IntProperty_158: number;
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__FloatProperty_159: number;
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__NameProperty_160: string;
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__IntProperty_161: number;
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__BoolProperty_162: boolean;
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__FloatProperty_163: number;
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__StructProperty_164: UE.InputScaleBiasClampConstants;
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__FloatProperty_165: number;
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__BoolProperty_166: boolean;
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__EnumProperty_167: UE.EAnimSyncMethod;
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__ByteProperty_168: UE.EAnimGroupRole;
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__NameProperty_169: string;
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__NameProperty_170: string;
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__IntProperty_171: number;
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__NameProperty_172: string;
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__NameProperty_173: string;
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__IntProperty_174: number;
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__StructProperty_175: UE.AnimNodeFunctionRef;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
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AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
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AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_7: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_6: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_BlendSpacePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SaveCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_ApplyAdditive: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_UseCachedPose_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_UseCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_Slot: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63
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namespace Game.Characters.Mannequins.Animations.ABP_Quinn {
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class ABP_Quinn_C extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.ABP_Manny_C {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Quinn_C;
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static Load(InName: string): ABP_Quinn_C;
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__tid_ABP_Quinn_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63
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namespace Game.Characters.Mannequins.Animations.ABP_Quinn {
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class AnimBlueprintGeneratedConstantData extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedConstantData {
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constructor();
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_1__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944
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namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess {
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class ABP_Quinn_PostProcess_C extends UE.AnimInstance {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance;
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AnimBlueprintExtension_Base: UE.AnimSubsystemInstance;
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AnimGraphNode_Root: UE.AnimNode_Root;
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AnimGraphNode_LinkedInputPose: UE.AnimNode_LinkedInputPose;
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AnimGraphNode_ControlRig: UE.AnimNode_ControlRig;
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AnimGraphNode_PoseDriver_13: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_12: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_11: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_10: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_9: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_8: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_7: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_6: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_5: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_4: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_3: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_2: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_1: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver: UE.AnimNode_PoseDriver;
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AnimGraph(InPose: UE.PoseLink, AnimGraph: $Ref<UE.PoseLink>) : void;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Quinn_PostProcess_C;
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static Load(InName: string): ABP_Quinn_PostProcess_C;
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__tid_ABP_Quinn_PostProcess_C_0__: boolean;
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}
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||||
|
||||
}
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|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944
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namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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||||
constructor();
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constructor(__NameProperty_49: string, __NameProperty_50: string, __StructProperty_51: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_LinkedInputPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_13: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_12: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_11: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_10: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_9: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_8: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_7: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_6: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver: UE.AnimNodeExposedValueHandler_PropertyAccess);
|
||||
__NameProperty_49: string;
|
||||
__NameProperty_50: string;
|
||||
__StructProperty_51: UE.AnimNodeFunctionRef;
|
||||
AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
|
||||
AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
|
||||
AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_LinkedInputPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_13: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_12: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_11: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_10: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_9: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_8: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_7: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_6: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
AnimGraphNode_PoseDriver: UE.AnimNodeExposedValueHandler_PropertyAccess;
|
||||
/**
|
||||
* @deprecated use StaticStruct instead.
|
||||
*/
|
||||
static StaticClass(): ScriptStruct;
|
||||
static StaticStruct(): ScriptStruct;
|
||||
__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: BCA382AF41A385E6A0A542867C8059AA
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_BasicFootIK {
|
||||
class CR_Mannequin_BasicFootIK_C extends UE.ControlRig {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
ZOffset_L_Target: number;
|
||||
ZOffset_R_Target: number;
|
||||
ZOffset_L: number;
|
||||
ZOffset_R: number;
|
||||
ZOffset_Pelvis: number;
|
||||
ShouldDoIKTrace: boolean;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): CR_Mannequin_BasicFootIK_C;
|
||||
static Load(InName: string): CR_Mannequin_BasicFootIK_C;
|
||||
|
||||
__tid_CR_Mannequin_BasicFootIK_C_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: BCA382AF41A385E6A0A542867C8059AA
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_BasicFootIK {
|
||||
class RigVMMemory_Literal extends UE.RigVMMemoryStorage {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
LocalVariableDefault__FootTrace_AnimatedFloorLocation__Const: UE.Vector;
|
||||
FootTrace_FootTrace_MathVectorAdd_A__Const: UE.Vector;
|
||||
FootTrace_FootTrace_GetTransform_Item__Const: UE.RigElementKey;
|
||||
FootTrace_FootTrace_GetTransform_Space__Const: UE.ERigVMTransformSpace;
|
||||
FootTrace_FootTrace_GetTransform_bInitial__Const: boolean;
|
||||
FootTrace_FootTrace_MathFloatAdd_B__Const: number;
|
||||
FootTrace_FootTrace_GetTransform_1_Item__Const: UE.RigElementKey;
|
||||
FootTrace_FootTrace_MathVectorAdd_B__Const: UE.Vector;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_bEnabled__Const: boolean;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Mode__Const: number;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Color__Const: UE.LinearColor;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Thickness__Const: number;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Scale__Const: number;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Space__Const: UE.RigElementKey;
|
||||
FootTrace_FootTrace_MathVectorSub_B__Const: UE.Vector;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_2_Mode__Const: number;
|
||||
FootTrace_FootTrace_SphereTraceByTraceChannel_TraceChannel__Const: UE.ETraceTypeQuery;
|
||||
FootTrace_FootTrace_SphereTraceByTraceChannel_Radius__Const: number;
|
||||
FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_Mode__Const: number;
|
||||
FootTrace_1_FootTrace_1_GetTransform_Item__Const: UE.RigElementKey;
|
||||
FootTrace_1_FootTrace_1_RigUnit_VisualDebugVectorItemSpace_1_Mode__Const: number;
|
||||
FootTrace_1_FootTrace_1_RigUnit_VisualDebugVectorItemSpace_2_Mode__Const: number;
|
||||
FootTrace_1_FootTrace_1_SphereTraceByTraceChannel_TraceChannel__Const: UE.ETraceTypeQuery;
|
||||
FootTrace_1_FootTrace_1_RigUnit_VisualDebugVectorItemSpace_Mode__Const: number;
|
||||
VariableNode_9_Value__Const: number;
|
||||
AlphaInterp_Bias__Const: number;
|
||||
AlphaInterp_InRange__Const: UE.InputRange;
|
||||
AlphaInterp_InterpSpeedIncreasing__Const: number;
|
||||
ModifyTransforms_ItemToModify__Const: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
ModifyTransforms_Mode__Const: UE.EControlRigModifyBoneMode;
|
||||
ModifyTransforms_1_ItemToModify__Const: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
ModifyTransforms_1_1_ItemToModify__Const: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
PBIK_Root__Const: string;
|
||||
PBIK_Effectors__Const: TArray<UE.PBIKEffector>;
|
||||
PBIK_BoneSettings__Const: TArray<UE.PBIKBoneSetting>;
|
||||
PBIK_ExcludedBones__Const: TArray<string>;
|
||||
PBIK_Settings__Const: UE.PBIKSolverSettings;
|
||||
PBIK_Debug__Const: UE.PBIKDebug;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): RigVMMemory_Literal;
|
||||
static Load(InName: string): RigVMMemory_Literal;
|
||||
|
||||
__tid_RigVMMemory_Literal_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: BCA382AF41A385E6A0A542867C8059AA
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_BasicFootIK {
|
||||
class RigVMMemory_Work extends UE.RigVMMemoryStorage {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
ExecuteContext_: UE.ControlRigExecuteContext;
|
||||
FootTrace_FootTrace_SphereTraceByTraceChannel_HitLocation: UE.Vector;
|
||||
FootTrace_FootTrace_MathVectorAdd_Result: UE.Vector;
|
||||
FootTrace_FootTrace_GetTransform_Transform: UE.Transform;
|
||||
FootTrace_FootTrace_GetTransform_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
FootTrace_FootTrace_MathFloatAdd_Result: number;
|
||||
FootTrace_FootTrace_MathFloatAdd_A: number;
|
||||
FootTrace_FootTrace_GetTransform_1_Transform: UE.Transform;
|
||||
FootTrace_FootTrace_GetTransform_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
FootTrace_FootTrace_MathVectorAdd_A__IO: UE.Vector;
|
||||
FootTrace_FootTrace_MathVectorSub_Result: UE.Vector;
|
||||
FootTrace_FootTrace_MathVectorSub_A__IO: UE.Vector;
|
||||
FootTrace_FootTrace_SphereTraceByTraceChannel_bHit: boolean;
|
||||
FootTrace_FootTrace_SphereTraceByTraceChannel_HitNormal: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_SphereTraceByTraceChannel_HitLocation: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_MathVectorAdd_Result: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_GetTransform_Transform: UE.Transform;
|
||||
FootTrace_1_FootTrace_1_GetTransform_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
FootTrace_1_FootTrace_1_MathFloatAdd_Result: number;
|
||||
FootTrace_1_FootTrace_1_MathFloatAdd_A: number;
|
||||
FootTrace_1_FootTrace_1_GetTransform_1_Transform: UE.Transform;
|
||||
FootTrace_1_FootTrace_1_GetTransform_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
FootTrace_1_FootTrace_1_MathVectorAdd_A__IO: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_MathVectorSub_Result: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_MathVectorSub_A__IO: UE.Vector;
|
||||
FootTrace_1_FootTrace_1_SphereTraceByTraceChannel_bHit: boolean;
|
||||
FootTrace_1_FootTrace_1_SphereTraceByTraceChannel_HitNormal: UE.Vector;
|
||||
AlphaInterp_Result: number;
|
||||
AlphaInterp_Value: number;
|
||||
AlphaInterp_ScaleBiasClamp: TArray<UE.InputScaleBiasClamp>;
|
||||
AlphaInterp_1_Result: number;
|
||||
AlphaInterp_1_Value: number;
|
||||
AlphaInterp_1_ScaleBiasClamp: TArray<UE.InputScaleBiasClamp>;
|
||||
If_Result: number;
|
||||
MathFloatLess_Result: boolean;
|
||||
MathFloatLess_A: number;
|
||||
MathFloatLess_B: number;
|
||||
If_True: number;
|
||||
If_False: number;
|
||||
ModifyTransforms_ItemToModify__IO: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
ModifyTransforms_WorkData: TArray<UE.RigUnit_ModifyTransforms_WorkData>;
|
||||
ModifyTransforms_1_ItemToModify__IO: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
ModifyTransforms_1_WorkData: TArray<UE.RigUnit_ModifyTransforms_WorkData>;
|
||||
ModifyTransforms_1_1_ItemToModify__IO: TArray<UE.RigUnit_ModifyTransforms_PerItem>;
|
||||
ModifyTransforms_1_1_WorkData: TArray<UE.RigUnit_ModifyTransforms_WorkData>;
|
||||
GetTransform_Transform: UE.Transform;
|
||||
GetTransform_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_Transform: UE.Transform;
|
||||
GetTransform_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
PBIK_Effectors__IO: TArray<UE.PBIKEffector>;
|
||||
PBIK_EffectorSolverIndices: TArray<TArray<number>>;
|
||||
PBIK_BoneSettingToSolverBoneIndex: TArray<TArray<number>>;
|
||||
PBIK_SolverBoneToElementIndex: TArray<TArray<number>>;
|
||||
PBIK_Solver: TArray<UE.PBIKSolver>;
|
||||
PBIK_bNeedsInit: TArray<boolean>;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): RigVMMemory_Work;
|
||||
static Load(InName: string): RigVMMemory_Work;
|
||||
|
||||
__tid_RigVMMemory_Work_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: 4AC5A9F94641E5CE0D39F98028C9CF48
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_Procedural {
|
||||
class CR_Mannequin_Procedural_C extends UE.ControlRig {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): CR_Mannequin_Procedural_C;
|
||||
static Load(InName: string): CR_Mannequin_Procedural_C;
|
||||
|
||||
__tid_CR_Mannequin_Procedural_C_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: 4AC5A9F94641E5CE0D39F98028C9CF48
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_Procedural {
|
||||
class RigVMMemory_Literal extends UE.RigVMMemoryStorage {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
SetRotation_2_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_Space__Const: UE.ERigVMTransformSpace;
|
||||
GetTransform_6_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_bInitial__Const: boolean;
|
||||
GetTransform_6_1_bInitial__Const: boolean;
|
||||
MathQuaternionSwingTwist_TwistAxis__Const: UE.Vector;
|
||||
MathQuaternionSlerp_2_B__Const: UE.Quat;
|
||||
MathQuaternionSlerp_2_T__Const: number;
|
||||
SetRotation_2_Weight__Const: number;
|
||||
SetRotation_2_1_Item__Const: UE.RigElementKey;
|
||||
MathQuaternionSlerp_T__Const: number;
|
||||
SetTranslation_Space__Const: UE.ERigVMTransformSpace;
|
||||
GetTransform_1_Item__Const: UE.RigElementKey;
|
||||
MathTransformLerp_T__Const: number;
|
||||
SetRotation_2_1_1_Item__Const: UE.RigElementKey;
|
||||
MathQuaternionSlerp_1_T__Const: number;
|
||||
MathTransformLerp_1_T__Const: number;
|
||||
SetRotation_2_1_2_Item__Const: UE.RigElementKey;
|
||||
MathQuaternionSlerp_2_3_T__Const: number;
|
||||
SetRotation_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_5_1_Item__Const: UE.RigElementKey;
|
||||
MathQuaternionSlerp_4_T__Const: number;
|
||||
SetRotation_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_2_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_3_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_Item__Const: UE.RigElementKey;
|
||||
GetTransform_1_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_1_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_1_1_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_5_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_1_1_1_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_2_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_3_1_Item__Const: UE.RigElementKey;
|
||||
MathQuaternionSlerp_2_2_T__Const: number;
|
||||
SetRotation_2_1_3_2_Item__Const: UE.RigElementKey;
|
||||
GetTransform_1_2_Item__Const: UE.RigElementKey;
|
||||
SetRotation_3_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_2_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_2_1_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_3_1_2_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_2_1_1_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_2_1_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_3_1_3_Item__Const: UE.RigElementKey;
|
||||
SetRotation_2_1_3_2_2_Item__Const: UE.RigElementKey;
|
||||
GetTransform_1_2_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_3_1_Item__Const: UE.RigElementKey;
|
||||
SetRotation_3_2_Item__Const: UE.RigElementKey;
|
||||
SetRotation_3_2_1_Item__Const: UE.RigElementKey;
|
||||
GetTransform_6_3_1_5_Item__Const: UE.RigElementKey;
|
||||
SetRotation_3_2_1_1_Item__Const: UE.RigElementKey;
|
||||
SetTranslation_4_1_2_Item__Const: UE.RigElementKey;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): RigVMMemory_Literal;
|
||||
static Load(InName: string): RigVMMemory_Literal;
|
||||
|
||||
__tid_RigVMMemory_Literal_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: 4AC5A9F94641E5CE0D39F98028C9CF48
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_Procedural {
|
||||
class RigVMMemory_Work extends UE.RigVMMemoryStorage {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
ExecuteContext_: UE.ControlRigExecuteContext;
|
||||
MathQuaternionMul_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_Local: UE.Transform;
|
||||
GetTransform_6_Transform: UE.Transform;
|
||||
GetTransform_6_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_Transform: UE.Transform;
|
||||
GetTransform_6_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_Result: UE.Quat;
|
||||
SetRotation_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_Result: UE.Quat;
|
||||
SetRotation_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_Result: UE.Transform;
|
||||
GetTransform_Transform: UE.Transform;
|
||||
GetTransform_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_Transform: UE.Transform;
|
||||
GetTransform_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_Translation: UE.Vector;
|
||||
SetTranslation_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_Result: UE.Quat;
|
||||
SetRotation_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_Result: UE.Transform;
|
||||
SetTranslation_1_Translation: UE.Vector;
|
||||
SetTranslation_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_3_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_3_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_4_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_4_Local: UE.Transform;
|
||||
GetTransform_6_2_Transform: UE.Transform;
|
||||
GetTransform_6_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_1_Transform: UE.Transform;
|
||||
GetTransform_6_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_4_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_4_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_3_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_4_Result: UE.Quat;
|
||||
SetRotation_2_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_4_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_3_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_3_Local: UE.Transform;
|
||||
GetTransform_5_1_Transform: UE.Transform;
|
||||
GetTransform_5_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_5_Transform: UE.Transform;
|
||||
GetTransform_5_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_3_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_3_Swing: UE.Quat;
|
||||
SetRotation_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_3_Result: UE.Transform;
|
||||
GetTransform_4_Transform: UE.Transform;
|
||||
GetTransform_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_3_Transform: UE.Transform;
|
||||
GetTransform_1_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_5_Translation: UE.Vector;
|
||||
SetTranslation_5_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_3_Result: UE.Quat;
|
||||
SetRotation_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_4_Result: UE.Transform;
|
||||
SetTranslation_5_1_Translation: UE.Vector;
|
||||
SetTranslation_5_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_1_Local: UE.Transform;
|
||||
GetTransform_6_3_Transform: UE.Transform;
|
||||
GetTransform_6_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_1_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_1_Result: UE.Quat;
|
||||
SetRotation_2_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_3_Result: UE.Quat;
|
||||
SetRotation_2_1_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_2_Result: UE.Transform;
|
||||
GetTransform_2_Transform: UE.Transform;
|
||||
GetTransform_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_1_Transform: UE.Transform;
|
||||
GetTransform_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_2_Translation: UE.Vector;
|
||||
SetTranslation_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_1_Result: UE.Quat;
|
||||
SetRotation_2_1_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_1_Result: UE.Transform;
|
||||
SetTranslation_2_1_Translation: UE.Vector;
|
||||
SetTranslation_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_3_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_3_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_4_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_4_1_Local: UE.Transform;
|
||||
GetTransform_6_4_Transform: UE.Transform;
|
||||
GetTransform_6_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_3_Transform: UE.Transform;
|
||||
GetTransform_6_1_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_4_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_4_1_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_3_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_4_1_Result: UE.Quat;
|
||||
SetRotation_2_1_3_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_3_1_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_3_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_3_1_Local: UE.Transform;
|
||||
GetTransform_6_5_Transform: UE.Transform;
|
||||
GetTransform_6_5_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_4_Transform: UE.Transform;
|
||||
GetTransform_6_1_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_3_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_3_1_Swing: UE.Quat;
|
||||
SetRotation_2_1_3_1_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_3_1_Result: UE.Transform;
|
||||
GetTransform_4_1_Transform: UE.Transform;
|
||||
GetTransform_4_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_3_1_Transform: UE.Transform;
|
||||
GetTransform_1_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_2_1_1_Translation: UE.Vector;
|
||||
SetTranslation_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_3_1_Result: UE.Quat;
|
||||
SetRotation_2_1_3_1_1_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_4_1_Result: UE.Transform;
|
||||
SetTranslation_2_1_1_1_Translation: UE.Vector;
|
||||
SetTranslation_2_1_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_2_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_Local: UE.Transform;
|
||||
GetTransform_6_3_1_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_2_Result: UE.Quat;
|
||||
SetRotation_2_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetRotation_2_1_3_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_3_Result: UE.Transform;
|
||||
GetTransform_3_Transform: UE.Transform;
|
||||
GetTransform_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_2_Transform: UE.Transform;
|
||||
GetTransform_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_3_Translation: UE.Vector;
|
||||
SetTranslation_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_2_Result: UE.Quat;
|
||||
SetRotation_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_2_Result: UE.Transform;
|
||||
SetTranslation_3_1_Translation: UE.Vector;
|
||||
SetTranslation_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_2_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_2_2_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_2_Local: UE.Transform;
|
||||
GetTransform_6_3_1_1_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_1_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_2_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_2_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_2_2_Result: UE.Quat;
|
||||
SetRotation_2_1_3_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_2_2_2_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_2_1_Local: UE.Transform;
|
||||
GetTransform_6_3_1_2_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_2_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_2_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_1_Swing: UE.Quat;
|
||||
SetRotation_2_1_3_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_2_2_Result: UE.Transform;
|
||||
GetTransform_3_2_Transform: UE.Transform;
|
||||
GetTransform_3_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_2_2_Transform: UE.Transform;
|
||||
GetTransform_1_2_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_3_1_1_Translation: UE.Vector;
|
||||
SetTranslation_3_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetRotation_2_1_3_2_1_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_3_2_Result: UE.Transform;
|
||||
SetTranslation_3_1_1_1_Translation: UE.Vector;
|
||||
SetTranslation_3_1_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_2_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_2_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_1_Local: UE.Transform;
|
||||
GetTransform_6_3_1_3_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_3_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_3_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_1_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_2_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_2_1_Result: UE.Quat;
|
||||
SetRotation_2_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetRotation_2_1_3_2_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_3_1_Result: UE.Transform;
|
||||
GetTransform_3_1_Transform: UE.Transform;
|
||||
GetTransform_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_2_1_Transform: UE.Transform;
|
||||
GetTransform_1_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_4_Translation: UE.Vector;
|
||||
SetTranslation_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_1_2_1_Result: UE.Quat;
|
||||
SetRotation_3_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_2_1_Result: UE.Transform;
|
||||
SetTranslation_4_1_Translation: UE.Vector;
|
||||
SetTranslation_4_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionMul_2_2_1_Result: UE.Quat;
|
||||
MathQuaternionInverse_3_2_2_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_2_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_2_2_Local: UE.Transform;
|
||||
GetTransform_6_3_1_4_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_4_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_4_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_2_2_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_2_Swing: UE.Quat;
|
||||
MathQuaternionSlerp_2_2_2_2_Result: UE.Quat;
|
||||
MathQuaternionInverse_2_2_2_1_Result: UE.Quat;
|
||||
SetRotation_3_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSlerp_2_2_2_1_1_Result: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_1_1_Twist: UE.Quat;
|
||||
MathTransformMakeRelative_3_2_2_1_1_Local: UE.Transform;
|
||||
GetTransform_6_3_1_5_Transform: UE.Transform;
|
||||
GetTransform_6_3_1_5_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_6_1_2_1_5_Transform: UE.Transform;
|
||||
GetTransform_6_1_2_1_5_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathQuaternionSwingTwist_2_2_1_1_Input: UE.Quat;
|
||||
MathQuaternionSwingTwist_2_2_1_1_Swing: UE.Quat;
|
||||
SetRotation_3_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_1_2_2_1_Result: UE.Transform;
|
||||
GetTransform_3_2_1_Transform: UE.Transform;
|
||||
GetTransform_3_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
GetTransform_1_2_2_1_Transform: UE.Transform;
|
||||
GetTransform_1_2_2_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetTranslation_4_1_1_Translation: UE.Vector;
|
||||
SetTranslation_4_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
SetRotation_3_2_1_1_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
MathTransformLerp_3_2_1_Result: UE.Transform;
|
||||
SetTranslation_4_1_2_Translation: UE.Vector;
|
||||
SetTranslation_4_1_2_CachedIndex: TArray<UE.CachedRigElement>;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): RigVMMemory_Work;
|
||||
static Load(InName: string): RigVMMemory_Work;
|
||||
|
||||
__tid_RigVMMemory_Work_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: 32D949864AD588EA6612C69B65C3A997
|
||||
namespace Game.Characters.Mannequins.Rigs.ABP_Manny_PostProcess {
|
||||
class ABP_Manny_PostProcess_C extends UE.AnimInstance {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance;
|
||||
AnimBlueprintExtension_Base: UE.AnimSubsystemInstance;
|
||||
AnimGraphNode_Root: UE.AnimNode_Root;
|
||||
AnimGraphNode_LinkedInputPose: UE.AnimNode_LinkedInputPose;
|
||||
AnimGraphNode_ControlRig: UE.AnimNode_ControlRig;
|
||||
AnimGraphNode_PoseDriver_13: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_12: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_11: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_10: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_9: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_8: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_7: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_6: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_5: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_4: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_3: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_2: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver_1: UE.AnimNode_PoseDriver;
|
||||
AnimGraphNode_PoseDriver: UE.AnimNode_PoseDriver;
|
||||
AnimGraph(InPose: UE.PoseLink, AnimGraph: $Ref<UE.PoseLink>) : void;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): ABP_Manny_PostProcess_C;
|
||||
static Load(InName: string): ABP_Manny_PostProcess_C;
|
||||
|
||||
__tid_ABP_Manny_PostProcess_C_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
// __TYPE_DECL_START: 8EF62DCF4D3CF245D7B05BB356A467FF
|
||||
namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_Body {
|
||||
class CR_Mannequin_Body_C extends UE.ControlRig {
|
||||
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
|
||||
["L Arm IK Mode"]: boolean;
|
||||
["R Arm IK Mode"]: boolean;
|
||||
["L Leg IK Mode "]: boolean;
|
||||
["R Leg IK Mode"]: boolean;
|
||||
["Spine IK Mode"]: boolean;
|
||||
["Neck IK Mode"]: boolean;
|
||||
["Spine Offsets"]: TArray<UE.Transform>;
|
||||
["Spine Length"]: number;
|
||||
["Neck Length"]: number;
|
||||
["L Arm IK Align"]: boolean;
|
||||
["R Arm IK Align"]: boolean;
|
||||
static StaticClass(): Class;
|
||||
static Find(OrigInName: string, Outer?: Object): CR_Mannequin_Body_C;
|
||||
static Load(InName: string): CR_Mannequin_Body_C;
|
||||
|
||||
__tid_CR_Mannequin_Body_C_0__: boolean;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// __TYPE_DECL_END
|
||||
}
|
||||
Reference in New Issue
Block a user