Files
MingSimulator/Typing/ue/ue_bp.d.ts
T
2024-12-14 01:07:44 +08:00

1039 lines
58 KiB
TypeScript

/// <reference path="puerts.d.ts" />
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<UE.PoseLink>) : 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<UE.PoseLink>) : 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<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
// __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<number>) : 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
}