1130 lines
61 KiB
TypeScript
1130 lines
61 KiB
TypeScript
/// <reference path="puerts.d.ts" />
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declare module "ue" {
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import {$Ref, $Nullable} from "puerts"
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import * as cpp from "cpp"
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import * as UE from "ue"
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// __TYPE_DECL_START: 9FA413A240D8605756307DB3CCEE61E4
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namespace Game.TopDown.Blueprints.BP_TopDownCharacter {
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class BP_TopDownCharacter_C extends UE.MingSimulatorCharacter {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): BP_TopDownCharacter_C;
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static Load(InName: string): BP_TopDownCharacter_C;
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__tid_BP_TopDownCharacter_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 1C959A324E3A2875566047BE6A35E5BA
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namespace Game.TopDown.Blueprints.BP_TopDownPlayerController {
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class BP_TopDownPlayerController_C extends UE.MingSimulatorPlayerController {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): BP_TopDownPlayerController_C;
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static Load(InName: string): BP_TopDownPlayerController_C;
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__tid_BP_TopDownPlayerController_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class AnimBlueprintGeneratedMutableData extends UE.AnimBlueprintMutableData {
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constructor();
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constructor(__FloatProperty: number);
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__FloatProperty: number;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedMutableData_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class ABP_Manny_C extends UE.AnimInstance {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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UberGraphFrame: UE.PointerToUberGraphFrame;
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__AnimBlueprintMutables: UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedMutableData;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance;
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AnimBlueprintExtension_Base: UE.AnimSubsystemInstance;
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AnimGraphNode_Root: UE.AnimNode_Root;
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AnimGraphNode_TransitionResult_7: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_6: UE.AnimNode_TransitionResult;
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AnimGraphNode_BlendSpacePlayer: UE.AnimNode_BlendSpacePlayer;
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AnimGraphNode_StateResult_5: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer_3: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_4: UE.AnimNode_StateResult;
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AnimGraphNode_StateMachine_1: UE.AnimNode_StateMachine;
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AnimGraphNode_SaveCachedPose: UE.AnimNode_SaveCachedPose;
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AnimGraphNode_TransitionResult_5: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_4: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_3: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_2: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult_1: UE.AnimNode_TransitionResult;
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AnimGraphNode_TransitionResult: UE.AnimNode_TransitionResult;
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AnimGraphNode_ApplyAdditive: UE.AnimNode_ApplyAdditive;
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AnimGraphNode_UseCachedPose_1: UE.AnimNode_UseCachedPose;
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AnimGraphNode_SequencePlayer_2: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_3: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer_1: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_2: UE.AnimNode_StateResult;
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AnimGraphNode_SequencePlayer: UE.AnimNode_SequencePlayer;
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AnimGraphNode_StateResult_1: UE.AnimNode_StateResult;
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AnimGraphNode_UseCachedPose: UE.AnimNode_UseCachedPose;
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AnimGraphNode_StateResult: UE.AnimNode_StateResult;
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AnimGraphNode_StateMachine: UE.AnimNode_StateMachine;
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AnimGraphNode_Slot: UE.AnimNode_Slot;
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AnimGraphNode_ControlRig: UE.AnimNode_ControlRig;
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__CustomProperty_ShouldDoIKTrace_385011E94C94F6DE70691192D3E0622C: boolean;
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Character: UE.Character;
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MovementComponent: UE.CharacterMovementComponent;
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Velocity: UE.Vector;
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GroundSpeed: number;
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ShouldMove: boolean;
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IsFalling: boolean;
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AnimGraph(AnimGraph: $Ref<UE.PoseLink>) : void;
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/*
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*Executed when the Animation is initialized
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*/
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BlueprintInitializeAnimation() : void;
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/*
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*Executed when the Animation is updated
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*/
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BlueprintUpdateAnimation(DeltaTimeX: number) : void;
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EvaluateGraphExposedInputs_ExecuteUbergraph_ABP_Manny_AnimGraphNode_TransitionResult_305F37BB4A5AD886760B8E99A5C561E1() : void;
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ExecuteUbergraph_ABP_Manny(EntryPoint: number) : void;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Manny_C;
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static Load(InName: string): ABP_Manny_C;
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__tid_ABP_Manny_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: 7B7D15D645E3A2E94B557BBACCFA9D39
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namespace Game.Characters.Mannequins.Animations.ABP_Manny {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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constructor(__NameProperty_154: string, __NameProperty_155: string, __NameProperty_156: string, __NameProperty_157: string, __IntProperty_158: number, __FloatProperty_159: number, __NameProperty_160: string, __IntProperty_161: number, __BoolProperty_162: boolean, __FloatProperty_163: number, __StructProperty_164: UE.InputScaleBiasClampConstants, __FloatProperty_165: number, __BoolProperty_166: boolean, __EnumProperty_167: UE.EAnimSyncMethod, __ByteProperty_168: UE.EAnimGroupRole, __NameProperty_169: string, __NameProperty_170: string, __IntProperty_171: number, __NameProperty_172: string, __NameProperty_173: string, __IntProperty_174: number, __StructProperty_175: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_7: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_6: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_BlendSpacePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SaveCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_TransitionResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ApplyAdditive: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_UseCachedPose_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_SequencePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_UseCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_Slot: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess);
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__NameProperty_154: string;
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__NameProperty_155: string;
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__NameProperty_156: string;
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__NameProperty_157: string;
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__IntProperty_158: number;
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__FloatProperty_159: number;
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__NameProperty_160: string;
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__IntProperty_161: number;
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__BoolProperty_162: boolean;
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__FloatProperty_163: number;
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__StructProperty_164: UE.InputScaleBiasClampConstants;
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__FloatProperty_165: number;
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__BoolProperty_166: boolean;
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__EnumProperty_167: UE.EAnimSyncMethod;
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__ByteProperty_168: UE.EAnimGroupRole;
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__NameProperty_169: string;
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__NameProperty_170: string;
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__IntProperty_171: number;
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__NameProperty_172: string;
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__NameProperty_173: string;
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__IntProperty_174: number;
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__StructProperty_175: UE.AnimNodeFunctionRef;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
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AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
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AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_7: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_6: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_BlendSpacePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SaveCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_TransitionResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_ApplyAdditive: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_UseCachedPose_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_SequencePlayer: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_UseCachedPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_Slot: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63
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namespace Game.Characters.Mannequins.Animations.ABP_Quinn {
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class ABP_Quinn_C extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.ABP_Manny_C {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Quinn_C;
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static Load(InName: string): ABP_Quinn_C;
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__tid_ABP_Quinn_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: CEF0A70148D95DDBBC354F85E2B4BB63
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namespace Game.Characters.Mannequins.Animations.ABP_Quinn {
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class AnimBlueprintGeneratedConstantData extends UE.Game.Characters.Mannequins.Animations.ABP_Manny.AnimBlueprintGeneratedConstantData {
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constructor();
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_1__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944
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namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess {
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class ABP_Quinn_PostProcess_C extends UE.AnimInstance {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystemInstance;
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AnimBlueprintExtension_Base: UE.AnimSubsystemInstance;
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AnimGraphNode_Root: UE.AnimNode_Root;
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AnimGraphNode_LinkedInputPose: UE.AnimNode_LinkedInputPose;
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AnimGraphNode_ControlRig: UE.AnimNode_ControlRig;
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AnimGraphNode_PoseDriver_13: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_12: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_11: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_10: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_9: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_8: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_7: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_6: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_5: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_4: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_3: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_2: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver_1: UE.AnimNode_PoseDriver;
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AnimGraphNode_PoseDriver: UE.AnimNode_PoseDriver;
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AnimGraph(InPose: UE.PoseLink, AnimGraph: $Ref<UE.PoseLink>) : void;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): ABP_Quinn_PostProcess_C;
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static Load(InName: string): ABP_Quinn_PostProcess_C;
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__tid_ABP_Quinn_PostProcess_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: F7C7AAA74586C76563A785A0FC324944
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namespace Game.Characters.Mannequins.Rigs.ABP_Quinn_PostProcess {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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constructor(__NameProperty_49: string, __NameProperty_50: string, __StructProperty_51: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_LinkedInputPose: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_13: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_12: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_11: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_10: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_9: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_8: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_7: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_6: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_5: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_4: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_3: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_2: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver_1: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_PoseDriver: UE.AnimNodeExposedValueHandler_PropertyAccess);
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__NameProperty_49: string;
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__NameProperty_50: string;
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__StructProperty_51: UE.AnimNodeFunctionRef;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
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AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
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AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_LinkedInputPose: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_ControlRig: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_13: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_12: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_11: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_10: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_9: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_8: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_7: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_6: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_5: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_4: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_3: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_2: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver_1: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_PoseDriver: UE.AnimNodeExposedValueHandler_PropertyAccess;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
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}
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|
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: BCA382AF41A385E6A0A542867C8059AA
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namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_BasicFootIK {
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class CR_Mannequin_BasicFootIK_C extends UE.ControlRig {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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ZOffset_L_Target: number;
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ZOffset_R_Target: number;
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ZOffset_L: number;
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ZOffset_R: number;
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ZOffset_Pelvis: number;
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ShouldDoIKTrace: boolean;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): CR_Mannequin_BasicFootIK_C;
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static Load(InName: string): CR_Mannequin_BasicFootIK_C;
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__tid_CR_Mannequin_BasicFootIK_C_0__: boolean;
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}
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}
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// __TYPE_DECL_END
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// __TYPE_DECL_START: BCA382AF41A385E6A0A542867C8059AA
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namespace Game.Characters.Mannequins.Rigs.CR_Mannequin_BasicFootIK {
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class RigVMMemory_Literal extends UE.RigVMMemoryStorage {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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LocalVariableDefault__FootTrace_AnimatedFloorLocation__Const: UE.Vector;
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FootTrace_FootTrace_MathVectorAdd_A__Const: UE.Vector;
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FootTrace_FootTrace_GetTransform_Item__Const: UE.RigElementKey;
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FootTrace_FootTrace_GetTransform_Space__Const: UE.ERigVMTransformSpace;
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FootTrace_FootTrace_GetTransform_bInitial__Const: boolean;
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FootTrace_FootTrace_MathFloatAdd_B__Const: number;
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FootTrace_FootTrace_GetTransform_1_Item__Const: UE.RigElementKey;
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FootTrace_FootTrace_MathVectorAdd_B__Const: UE.Vector;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_bEnabled__Const: boolean;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Mode__Const: number;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Color__Const: UE.LinearColor;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Thickness__Const: number;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Scale__Const: number;
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FootTrace_FootTrace_RigUnit_VisualDebugVectorItemSpace_1_Space__Const: UE.RigElementKey;
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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
|
|
// __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
|
|
}
|