/// declare module "ue" { import {$Ref, $Nullable} from "puerts" import * as cpp from "cpp" import * as UE from "ue" // __TYPE_DECL_START: 9FA413A240D8605756307DB3CCEE61E4 namespace Game.TopDown.Blueprints.BP_TopDownCharacter { class BP_TopDownCharacter_C extends UE.MingSimulatorCharacter { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): BP_TopDownCharacter_C; static Load(InName: string): BP_TopDownCharacter_C; __tid_BP_TopDownCharacter_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 1C959A324E3A2875566047BE6A35E5BA namespace Game.TopDown.Blueprints.BP_TopDownPlayerController { class BP_TopDownPlayerController_C extends UE.MingSimulatorPlayerController { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): BP_TopDownPlayerController_C; static Load(InName: string): BP_TopDownPlayerController_C; __tid_BP_TopDownPlayerController_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39 namespace Game.Characters.Mannequins.Animations.ABP_Manny { class AnimBlueprintGeneratedMutableData extends UE.AnimBlueprintMutableData { constructor(); constructor(__FloatProperty: number); __FloatProperty: number; /** * @deprecated use StaticStruct instead. */ static StaticClass(): ScriptStruct; static StaticStruct(): ScriptStruct; __tid_AnimBlueprintGeneratedMutableData_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39 namespace Game.Characters.Mannequins.Animations.ABP_Manny { class ABP_Manny_C extends UE.AnimInstance { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); UberGraphFrame: UE.PointerToUberGraphFrame; __AnimBlueprintMutables: UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedMutableData; AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance; AnimBlueprintExtension_Base: UE.AnimSubsystemInstance; AnimGraphNode_Root: UE.AnimNode_Root; AnimGraphNode_TransitionResult_7: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult_6: UE.AnimNode_TransitionResult; AnimGraphNode_BlendSpacePlayer: UE.AnimNode_BlendSpacePlayer; AnimGraphNode_StateResult_5: UE.AnimNode_StateResult; AnimGraphNode_SequencePlayer_3: UE.AnimNode_SequencePlayer; AnimGraphNode_StateResult_4: UE.AnimNode_StateResult; AnimGraphNode_StateMachine_1: UE.AnimNode_StateMachine; AnimGraphNode_SaveCachedPose: UE.AnimNode_SaveCachedPose; AnimGraphNode_TransitionResult_5: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult_4: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult_3: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult_2: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult_1: UE.AnimNode_TransitionResult; AnimGraphNode_TransitionResult: UE.AnimNode_TransitionResult; AnimGraphNode_ApplyAdditive: UE.AnimNode_ApplyAdditive; AnimGraphNode_UseCachedPose_1: UE.AnimNode_UseCachedPose; AnimGraphNode_SequencePlayer_2: UE.AnimNode_SequencePlayer; AnimGraphNode_StateResult_3: UE.AnimNode_StateResult; AnimGraphNode_SequencePlayer_1: UE.AnimNode_SequencePlayer; AnimGraphNode_StateResult_2: UE.AnimNode_StateResult; AnimGraphNode_SequencePlayer: UE.AnimNode_SequencePlayer; AnimGraphNode_StateResult_1: UE.AnimNode_StateResult; AnimGraphNode_UseCachedPose: UE.AnimNode_UseCachedPose; AnimGraphNode_StateResult: UE.AnimNode_StateResult; AnimGraphNode_StateMachine: UE.AnimNode_StateMachine; AnimGraphNode_Slot: UE.AnimNode_Slot; AnimGraphNode_ControlRig: UE.AnimNode_ControlRig; __CustomProperty_ShouldDoIKTrace_385011E94C94F6DE70691192D3E0622C: boolean; Character: UE.Character; MovementComponent: UE.CharacterMovementComponent; Velocity: UE.Vector; GroundSpeed: number; ShouldMove: boolean; IsFalling: boolean; AnimGraph(AnimGraph: $Ref) : void; /* *Executed when the Animation is initialized */ BlueprintInitializeAnimation() : void; /* *Executed when the Animation is updated */ BlueprintUpdateAnimation(DeltaTimeX: number) : void; EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_Manny_AnimGraphNode_TransitionResult_305F37BB4A5AD886760B8E99A5C561E1() : void; ExecuteUbergraph_ABP_Manny(EntryPoint: number) : void; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): ABP_Manny_C; static Load(InName: string): ABP_Manny_C; __tid_ABP_Manny_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39 namespace Game.Characters.Mannequins.Animations.ABP_Manny { class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData { constructor(); 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); __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; /** * @deprecated use StaticStruct instead. */ static StaticClass(): ScriptStruct; static StaticStruct(): ScriptStruct; __tid_AnimBlueprintGeneratedConstantData_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63 namespace Game.Characters.Mannequins.Animations.ABP_Quinn { class ABP_Quinn_C extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.ABP_Manny_C { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): ABP_Quinn_C; static Load(InName: string): ABP_Quinn_C; __tid_ABP_Quinn_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63 namespace Game.Characters.Mannequins.Animations.ABP_Quinn { class AnimBlueprintGeneratedConstantData extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedConstantData { constructor(); /** * @deprecated use StaticStruct instead. */ static StaticClass(): ScriptStruct; static StaticStruct(): ScriptStruct; __tid_AnimBlueprintGeneratedConstantData_1__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944 namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess { class ABP_Quinn_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) : void; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): ABP_Quinn_PostProcess_C; static Load(InName: string): ABP_Quinn_PostProcess_C; __tid_ABP_Quinn_PostProcess_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944 namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess { class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData { constructor(); 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; ModifyTransforms_Mode__Const: UE.EControlRigModifyBoneMode; ModifyTransforms_1_ItemToModify__Const: TArray; ModifyTransforms_1_1_ItemToModify__Const: TArray; PBIK_Root__Const: string; PBIK_Effectors__Const: TArray; PBIK_BoneSettings__Const: TArray; PBIK_ExcludedBones__Const: TArray; 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; FootTrace_FootTrace_MathFloatAdd_Result: number; FootTrace_FootTrace_MathFloatAdd_A: number; FootTrace_FootTrace_GetTransform_1_Transform: UE.Transform; FootTrace_FootTrace_GetTransform_1_CachedIndex: TArray; 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; 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; 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; AlphaInterp_1_Result: number; AlphaInterp_1_Value: number; AlphaInterp_1_ScaleBiasClamp: TArray; If_Result: number; MathFloatLess_Result: boolean; MathFloatLess_A: number; MathFloatLess_B: number; If_True: number; If_False: number; ModifyTransforms_ItemToModify__IO: TArray; ModifyTransforms_WorkData: TArray; ModifyTransforms_1_ItemToModify__IO: TArray; ModifyTransforms_1_WorkData: TArray; ModifyTransforms_1_1_ItemToModify__IO: TArray; ModifyTransforms_1_1_WorkData: TArray; GetTransform_Transform: UE.Transform; GetTransform_CachedIndex: TArray; GetTransform_1_Transform: UE.Transform; GetTransform_1_CachedIndex: TArray; PBIK_Effectors__IO: TArray; PBIK_EffectorSolverIndices: TArray>; PBIK_BoneSettingToSolverBoneIndex: TArray>; PBIK_SolverBoneToElementIndex: TArray>; PBIK_Solver: TArray; PBIK_bNeedsInit: TArray; 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; GetTransform_6_1_Transform: UE.Transform; GetTransform_6_1_CachedIndex: TArray; MathQuaternionSwingTwist_Input: UE.Quat; MathQuaternionSwingTwist_Swing: UE.Quat; MathQuaternionSlerp_2_Result: UE.Quat; MathQuaternionInverse_2_Result: UE.Quat; SetRotation_2_CachedIndex: TArray; MathQuaternionSlerp_Result: UE.Quat; SetRotation_2_1_CachedIndex: TArray; MathTransformLerp_Result: UE.Transform; GetTransform_Transform: UE.Transform; GetTransform_CachedIndex: TArray; GetTransform_1_Transform: UE.Transform; GetTransform_1_CachedIndex: TArray; SetTranslation_Translation: UE.Vector; SetTranslation_CachedIndex: TArray; MathQuaternionSlerp_1_Result: UE.Quat; SetRotation_2_1_1_CachedIndex: TArray; MathTransformLerp_1_Result: UE.Transform; SetTranslation_1_Translation: UE.Vector; SetTranslation_1_CachedIndex: TArray; 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; GetTransform_6_1_1_Transform: UE.Transform; GetTransform_6_1_1_CachedIndex: TArray; 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; 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; GetTransform_5_Transform: UE.Transform; GetTransform_5_CachedIndex: TArray; MathQuaternionSwingTwist_3_Input: UE.Quat; MathQuaternionSwingTwist_3_Swing: UE.Quat; SetRotation_1_CachedIndex: TArray; MathTransformLerp_1_3_Result: UE.Transform; GetTransform_4_Transform: UE.Transform; GetTransform_4_CachedIndex: TArray; GetTransform_1_3_Transform: UE.Transform; GetTransform_1_3_CachedIndex: TArray; SetTranslation_5_Translation: UE.Vector; SetTranslation_5_CachedIndex: TArray; MathQuaternionSlerp_1_3_Result: UE.Quat; SetRotation_CachedIndex: TArray; MathTransformLerp_4_Result: UE.Transform; SetTranslation_5_1_Translation: UE.Vector; SetTranslation_5_1_CachedIndex: TArray; 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; GetTransform_6_1_2_Transform: UE.Transform; GetTransform_6_1_2_CachedIndex: TArray; 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; MathQuaternionSlerp_3_Result: UE.Quat; SetRotation_2_1_3_CachedIndex: TArray; MathTransformLerp_2_Result: UE.Transform; GetTransform_2_Transform: UE.Transform; GetTransform_2_CachedIndex: TArray; GetTransform_1_1_Transform: UE.Transform; GetTransform_1_1_CachedIndex: TArray; SetTranslation_2_Translation: UE.Vector; SetTranslation_2_CachedIndex: TArray; MathQuaternionSlerp_1_1_Result: UE.Quat; SetRotation_2_1_3_1_CachedIndex: TArray; MathTransformLerp_1_1_Result: UE.Transform; SetTranslation_2_1_Translation: UE.Vector; SetTranslation_2_1_CachedIndex: TArray; 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; GetTransform_6_1_3_Transform: UE.Transform; GetTransform_6_1_3_CachedIndex: TArray; 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; 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; GetTransform_6_1_4_Transform: UE.Transform; GetTransform_6_1_4_CachedIndex: TArray; MathQuaternionSwingTwist_3_1_Input: UE.Quat; MathQuaternionSwingTwist_3_1_Swing: UE.Quat; SetRotation_2_1_3_1_1_1_CachedIndex: TArray; MathTransformLerp_1_3_1_Result: UE.Transform; GetTransform_4_1_Transform: UE.Transform; GetTransform_4_1_CachedIndex: TArray; GetTransform_1_3_1_Transform: UE.Transform; GetTransform_1_3_1_CachedIndex: TArray; SetTranslation_2_1_1_Translation: UE.Vector; SetTranslation_2_1_1_CachedIndex: TArray; MathQuaternionSlerp_1_3_1_Result: UE.Quat; SetRotation_2_1_3_1_1_1_1_CachedIndex: TArray; MathTransformLerp_4_1_Result: UE.Transform; SetTranslation_2_1_1_1_Translation: UE.Vector; SetTranslation_2_1_1_1_CachedIndex: TArray; 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; GetTransform_6_1_2_1_Transform: UE.Transform; GetTransform_6_1_2_1_CachedIndex: TArray; 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; SetRotation_2_1_3_2_CachedIndex: TArray; MathTransformLerp_3_Result: UE.Transform; GetTransform_3_Transform: UE.Transform; GetTransform_3_CachedIndex: TArray; GetTransform_1_2_Transform: UE.Transform; GetTransform_1_2_CachedIndex: TArray; SetTranslation_3_Translation: UE.Vector; SetTranslation_3_CachedIndex: TArray; MathQuaternionSlerp_1_2_Result: UE.Quat; SetRotation_3_CachedIndex: TArray; MathTransformLerp_1_2_Result: UE.Transform; SetTranslation_3_1_Translation: UE.Vector; SetTranslation_3_1_CachedIndex: TArray; 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; GetTransform_6_1_2_1_1_Transform: UE.Transform; GetTransform_6_1_2_1_1_CachedIndex: TArray; 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; 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; GetTransform_6_1_2_1_2_Transform: UE.Transform; GetTransform_6_1_2_1_2_CachedIndex: TArray; MathQuaternionSwingTwist_2_2_1_Input: UE.Quat; MathQuaternionSwingTwist_2_2_1_Swing: UE.Quat; SetRotation_2_1_3_2_1_1_CachedIndex: TArray; MathTransformLerp_1_2_2_Result: UE.Transform; GetTransform_3_2_Transform: UE.Transform; GetTransform_3_2_CachedIndex: TArray; GetTransform_1_2_2_Transform: UE.Transform; GetTransform_1_2_2_CachedIndex: TArray; SetTranslation_3_1_1_Translation: UE.Vector; SetTranslation_3_1_1_CachedIndex: TArray; SetRotation_2_1_3_2_1_1_1_CachedIndex: TArray; MathTransformLerp_3_2_Result: UE.Transform; SetTranslation_3_1_1_1_Translation: UE.Vector; SetTranslation_3_1_1_1_CachedIndex: TArray; 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; GetTransform_6_1_2_1_3_Transform: UE.Transform; GetTransform_6_1_2_1_3_CachedIndex: TArray; 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; SetRotation_2_1_3_2_2_CachedIndex: TArray; MathTransformLerp_3_1_Result: UE.Transform; GetTransform_3_1_Transform: UE.Transform; GetTransform_3_1_CachedIndex: TArray; GetTransform_1_2_1_Transform: UE.Transform; GetTransform_1_2_1_CachedIndex: TArray; SetTranslation_4_Translation: UE.Vector; SetTranslation_4_CachedIndex: TArray; MathQuaternionSlerp_1_2_1_Result: UE.Quat; SetRotation_3_1_CachedIndex: TArray; MathTransformLerp_1_2_1_Result: UE.Transform; SetTranslation_4_1_Translation: UE.Vector; SetTranslation_4_1_CachedIndex: TArray; 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; GetTransform_6_1_2_1_4_Transform: UE.Transform; GetTransform_6_1_2_1_4_CachedIndex: TArray; 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; 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; GetTransform_6_1_2_1_5_Transform: UE.Transform; GetTransform_6_1_2_1_5_CachedIndex: TArray; MathQuaternionSwingTwist_2_2_1_1_Input: UE.Quat; MathQuaternionSwingTwist_2_2_1_1_Swing: UE.Quat; SetRotation_3_2_1_CachedIndex: TArray; MathTransformLerp_1_2_2_1_Result: UE.Transform; GetTransform_3_2_1_Transform: UE.Transform; GetTransform_3_2_1_CachedIndex: TArray; GetTransform_1_2_2_1_Transform: UE.Transform; GetTransform_1_2_2_1_CachedIndex: TArray; SetTranslation_4_1_1_Translation: UE.Vector; SetTranslation_4_1_1_CachedIndex: TArray; SetRotation_3_2_1_1_CachedIndex: TArray; MathTransformLerp_3_2_1_Result: UE.Transform; SetTranslation_4_1_2_Translation: UE.Vector; SetTranslation_4_1_2_CachedIndex: TArray; 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) : 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; ["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 // __TYPE_DECL_START: 819FE165412B370746C9159B51857ADC namespace Game.StarterContent.Blueprints.Blueprint_CeilingLight { class Blueprint_CeilingLight_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); SM_Lamp_Ceiling: UE.StaticMeshComponent; PointLight1: UE.PointLightComponent; Scene1: UE.SceneComponent; Brightness: number; Color: UE.LinearColor; ["Source Radius"]: number; /* *Construction script, the place to spawn components and do other setup. *@note Name used in CreateBlueprint function */ UserConstructionScript() : void; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_CeilingLight_C; static Load(InName: string): Blueprint_CeilingLight_C; __tid_Blueprint_CeilingLight_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 862A26E84A42F13FB193AC87521ABCE8 namespace Game.StarterContent.Blueprints.Blueprint_Effect_Explosion { class Blueprint_Effect_Explosion_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); ["Explosion Audio"]: UE.AudioComponent; P_Explosion: UE.ParticleSystemComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_Effect_Explosion_C; static Load(InName: string): Blueprint_Effect_Explosion_C; __tid_Blueprint_Effect_Explosion_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: A0AD22D447F99B83A9A31C9B9426B5C0 namespace Game.StarterContent.Blueprints.Blueprint_Effect_Fire { class Blueprint_Effect_Fire_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); ["Fire Audio"]: UE.AudioComponent; P_Fire: UE.ParticleSystemComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_Effect_Fire_C; static Load(InName: string): Blueprint_Effect_Fire_C; __tid_Blueprint_Effect_Fire_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 2678356F40E4E16306BDD687933AE2D1 namespace Game.StarterContent.Blueprints.Blueprint_Effect_Smoke { class Blueprint_Effect_Smoke_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); ["Smoke Audio"]: UE.AudioComponent; P_Smoke: UE.ParticleSystemComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_Effect_Smoke_C; static Load(InName: string): Blueprint_Effect_Smoke_C; __tid_Blueprint_Effect_Smoke_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 0D94FA604928B24E62003083BA722E3C namespace Game.StarterContent.Blueprints.Blueprint_Effect_Sparks { class Blueprint_Effect_Sparks_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); ["Sparks Audio"]: UE.AudioComponent; Sparks: UE.ParticleSystemComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_Effect_Sparks_C; static Load(InName: string): Blueprint_Effect_Sparks_C; __tid_Blueprint_Effect_Sparks_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 62110038444C84D1EC760AB254B78A07 namespace Game.StarterContent.Blueprints.Blueprint_Effect_Steam { class Blueprint_Effect_Steam_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); ["Steam AUdio"]: UE.AudioComponent; P_Steam_Lit: UE.ParticleSystemComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_Effect_Steam_C; static Load(InName: string): Blueprint_Effect_Steam_C; __tid_Blueprint_Effect_Steam_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 6A1AE04E46BB2DCE8E8DA5B318ECB60F namespace Game.StarterContent.Blueprints.Blueprint_WallSconce { class Blueprint_WallSconce_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); SM_Lamp_Wall: UE.StaticMeshComponent; PointLight2: UE.SpotLightComponent; Scene1: UE.SceneComponent; Brightness: number; Color: UE.LinearColor; ["Inner Cone Angle"]: number; ["Outer Cone Angle"]: number; /* *Construction script, the place to spawn components and do other setup. *@note Name used in CreateBlueprint function */ UserConstructionScript() : void; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Blueprint_WallSconce_C; static Load(InName: string): Blueprint_WallSconce_C; __tid_Blueprint_WallSconce_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 34B105414117D7F5DF9F1B9534DCA89C namespace Game.StarterContent.Blueprints.BP_LightStudio { class BP_LightStudio_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); SkyLight1: UE.SkyLightComponent; ExponentialHeightFog1: UE.ExponentialHeightFogComponent; PrevisArrow: UE.StaticMeshComponent; Skybox: UE.StaticMeshComponent; Scene1: UE.SceneComponent; GlobalBrightness: number; Use_HDRI: boolean; UseSunLight: boolean; SunBrightness: number; SunTint: UE.LinearColor; StationaryLightForSun: boolean; SunDirectionalLight: UE.DirectionalLightComponent; UseAtmosphere: boolean; AtmosphereBrightness: number; AtmosphereTint: UE.LinearColor; PrevisArrowMaterial: UE.MaterialInstanceDynamic; LightColor: UE.LinearColor; SunColorCurve: UE.CurveLinearColor; OverrideSunColor: boolean; AtmosphereDensityMultiplier: number; AtmosphereAltitude: number; DisableSunDisk: boolean; UseFog: boolean; FogBrightness: number; FogTint: UE.LinearColor; FogAltitude: number; FogMaxOpacity: number; FogHeightFalloff: number; FogDensity: number; FogBrightnessCurve: UE.CurveFloat; FogStartDistance: number; DisableGroundScattering: boolean; AtmosphereDistanceScale: number; SkyboxMaterial: UE.MaterialInstanceDynamic; HDRI_Brightness: number; HDRI_Contrast: number; HDRI_Tint: UE.LinearColor; HDRI_Cubemap: UE.Texture; HDRI_Rotation: number; AtmosphereOpacityHorizon: number; AtmosphereOpacityZenith: number; HighDensityAtmosphere: boolean; AtmosphericFog: UE.AtmosphericFogComponent; UseSkylight: boolean; Shadowdistance: number; LightShaftBloom: boolean; LightShaftOcclusion: boolean; OcclusionMaskDarkness: number; BloomScale: number; BloomThreshold: number; BloomTint: UE.Color; AtmosphereFogMultiplier: number; AtmosphereDensityHeight: number; AtmosphereMaxScatteringOrder: number; AtmosphereAltitudeSampleNumber: number; LightFunctionMaterial: UE.MaterialInterface; MIC_Black: UE.MaterialInstance; MIC_HDRI: UE.MaterialInstance; AtmosphereDensity() : void; CalculateSunColor() : void; NormalizedSunAngle(Angle: $Ref) : void; SunMobility() : void; /* *Construction script, the place to spawn components and do other setup. *@note Name used in CreateBlueprint function */ UserConstructionScript() : void; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): BP_LightStudio_C; static Load(InName: string): BP_LightStudio_C; __tid_BP_LightStudio_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 2B82884A4B0CEC6CCD9F2E80CCD04780 namespace Game.BP.Buildings.China.Cave { class Cave_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); Capsule: UE.CapsuleComponent; StaticMesh: UE.StaticMeshComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Cave_C; static Load(InName: string): Cave_C; __tid_Cave_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 73A7CFF6444B63A8C58834876573346F namespace Game.BP.Humans.China.Collector { class Collector_C extends UE.Character { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Collector_C; static Load(InName: string): Collector_C; __tid_Collector_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 3090AD1B478FDDC99642E285E54D10AA namespace Game.BP.UI.Main.CaveUI { class CaveUI_C extends UE.UserWidget { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); Age: UE.TextBlock; Image_35: UE.Image; Name: UE.TextBlock; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): CaveUI_C; static Load(InName: string): CaveUI_C; __tid_CaveUI_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 6214FD6C421784F8838E7F93E7938C3C namespace Game.BP.Plants.AppleTree { class AppleTree_C extends UE.Actor { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); Capsule: UE.CapsuleComponent; StaticMesh: UE.StaticMeshComponent; static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): AppleTree_C; static Load(InName: string): AppleTree_C; __tid_AppleTree_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: 724EB6154BBEE23E7A1F43B24C1A6E39 namespace Game.BP.Animals.Cat { class Cat_C extends UE.Character { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Cat_C; static Load(InName: string): Cat_C; __tid_Cat_C_0__: boolean; } } // __TYPE_DECL_END // __TYPE_DECL_START: BC5CDF1A42B19386966F26811407EC46 namespace Game.AI.Animal_AIController { class Animal_AIController_C extends UE.AIController { constructor(Outer?: Object, Name?: string, ObjectFlags?: number); static StaticClass(): Class; static Find(OrigInName: string, Outer?: Object): Animal_AIController_C; static Load(InName: string): Animal_AIController_C; __tid_Animal_AIController_C_0__: boolean; } } // __TYPE_DECL_END }