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| 1 | +#pragma once |
| 2 | + |
| 3 | +#include "UE/A/APawn.h" |
| 4 | +#include "UE/E/EMovementMode.h" |
| 5 | +#include "UE/F/FBasedMovementInfo.h" |
| 6 | +#include "UE/F/FRepRootMotionMontage.h" |
| 7 | +#include "UE/F/FRootMotionSourceGroup.h" |
| 8 | +#include "UE/F/FRootMotionMovementParams.h" |
| 9 | +#include "UE/T/TQuat.h" |
| 10 | + |
| 11 | +namespace UE |
| 12 | +{ |
| 13 | + class ACharacter; |
| 14 | + class FHitResult; |
| 15 | + class FSimulatedRootMotionReplicatedMove; |
| 16 | + class UCapsuleComponent; |
| 17 | + class UCharacterMovementComponent; |
| 18 | + class USkeletalMeshComponent; |
| 19 | + |
| 20 | + using FCharacterReachedApexSignature = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void>; |
| 21 | + using FLandedSignature = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void, const FHitResult&>; |
| 22 | + using FMovementModeChangedSignature = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void, ACharacter*, EMovementMode, std::uint8_t>; |
| 23 | + using FCharacterMovementUpdatedSignature = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void, float, FVector, FVector>; |
| 24 | + |
| 25 | + class ACharacter : |
| 26 | + public APawn |
| 27 | + { |
| 28 | + public: |
| 29 | + UE_DEFINE_OBJECT("/Script/Engine", "Character"); |
| 30 | + |
| 31 | + // override |
| 32 | + virtual ~ACharacter(); // 00 |
| 33 | + |
| 34 | + // members |
| 35 | + TObjectPtr<USkeletalMeshComponent> mesh; // 320 |
| 36 | + TObjectPtr<UCharacterMovementComponent> characterMovement; // 328 |
| 37 | + TObjectPtr<UCapsuleComponent> capsuleComponent; // 330 |
| 38 | + FBasedMovementInfo basedMovement; // 338 |
| 39 | + FBasedMovementInfo replicatedBasedMovement; // 388 |
| 40 | + float animRootMotionTranslationScale; // 3D8 |
| 41 | + FVector baseTranslationOffset; // 3E0 |
| 42 | + FQuat baseRotationOffset; // 400 |
| 43 | + float replicatedServerLastTransformUpdateTimeStamp; // 420 |
| 44 | + float replayLastTransformUpdateTimeStamp; // 424 |
| 45 | + std::uint8_t replicatedMovementMode; // 428 |
| 46 | + FVector_NetQuantizeNormal replicatedGravityDirection; // 430 |
| 47 | + bool inBaseReplication; // 448 |
| 48 | + FVector_NetQuantizeNormal preNetReceivedGravityDirection; // 450 |
| 49 | + float crouchedEyeHeight; // 468 |
| 50 | + std::uint32_t isCrouched: 1; // 46C:0 |
| 51 | + std::uint32_t proxyIsJumpForceApplied: 1; // 46C:1 |
| 52 | + std::uint32_t pressedJump: 1; // 46C:2 |
| 53 | + std::uint32_t clientUpdating: 1; // 46C:3 |
| 54 | + std::uint32_t clientWasFalling: 1; // 46C:4 |
| 55 | + std::uint32_t clientResimulateRootMotion: 1; // 46C:5 |
| 56 | + std::uint32_t clientResimulateRootMotionSources: 1; // 46C:6 |
| 57 | + std::uint32_t simGravityDisabled: 1; // 46C:7 |
| 58 | + std::uint32_t clientCheckEncroachmentOnNetUpdate: 1; // 46D:0 |
| 59 | + std::uint32_t serverMoveIgnoreRootMotion: 1; // 46D:1 |
| 60 | + std::uint32_t wasJumping: 1; // 46D:2 |
| 61 | + float jumpKeyHoldTime; // 470 |
| 62 | + float jumpForceTimeRemaining; // 474 |
| 63 | + float proxyJumpForceStartedTime; // 478 |
| 64 | + float jumpMaxHoldTime; // 47C |
| 65 | + std::int32_t jumpMaxCount; // 480 |
| 66 | + std::int32_t jumpCurrentCount; // 484 |
| 67 | + std::int32_t jumpCurrentCountPreJump; // 488 |
| 68 | + std::uint32_t numActorOverlapEventsCounter; // 48C |
| 69 | + FCharacterReachedApexSignature onReachedJumpApex; // 490 |
| 70 | + FLandedSignature landedDelegate; // 4A0 |
| 71 | + FMovementModeChangedSignature movementModeChangedDelegate; // 4B0 |
| 72 | + FCharacterMovementUpdatedSignature onCharacterMovementUpdated; // 4C0 |
| 73 | + FRootMotionSourceGroup savedRootMotion; // 4D0 |
| 74 | + FRootMotionMovementParams clientRootMotionParams; // 520 |
| 75 | + TArray<FSimulatedRootMotionReplicatedMove> rootMotionRepMoves; // 590 |
| 76 | + FRepRootMotionMontage repRootMotion; // 5A0 |
| 77 | + }; |
| 78 | + static_assert(sizeof(ACharacter) == 0x680); |
| 79 | +} |
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