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| 1 | +#pragma once |
| 2 | + |
| 3 | +#include "UE/E/EAutoReceiveInput.h" |
| 4 | +#include "UE/E/ENetDormancy.h" |
| 5 | +#include "UE/E/ENetRole.h" |
| 6 | +#include "UE/E/EPhysicsReplicationMode.h" |
| 7 | +#include "UE/E/ESpawnActorCollisionHandlingMethod.h" |
| 8 | +#include "UE/F/FActorTickFunction.h" |
| 9 | +#include "UE/F/FRenderCommandFence.h" |
| 10 | +#include "UE/F/FRepAttachment.h" |
| 11 | +#include "UE/F/FRepMovement.h" |
| 12 | +#include "UE/F/FTimerHandle.h" |
| 13 | +#include "UE/T/TObjectPtr.h" |
| 14 | +#include "UE/T/TWeakObjectPtr.h" |
| 15 | +#include "UE/U/UObject.h" |
| 16 | + |
| 17 | +namespace UE::Net |
| 18 | +{ |
| 19 | + class FReplicatedComponentInfo; |
| 20 | +} |
| 21 | + |
| 22 | +namespace UE |
| 23 | +{ |
| 24 | + class APawn; |
| 25 | + class UActorComponent; |
| 26 | + class UChildActorComponent; |
| 27 | + class UInputComponent; |
| 28 | + class USceneComponent; |
| 29 | + |
| 30 | + enum class EActorUpdateOverlapsMethod : std::uint8_t |
| 31 | + { |
| 32 | + UseConfigDefault, |
| 33 | + AlwaysUpdate, |
| 34 | + OnlyUpdateMovable, |
| 35 | + NeverUpdate |
| 36 | + }; |
| 37 | + |
| 38 | + enum class ESpawnActorScaleMethod : std::uint8_t |
| 39 | + { |
| 40 | + OverrideRootScale, |
| 41 | + MultiplyWithRoot, |
| 42 | + SelectDefaultAtRuntime, |
| 43 | + }; |
| 44 | + |
| 45 | + class AActor : |
| 46 | + public UObject |
| 47 | + { |
| 48 | + public: |
| 49 | + UE_DEFINE_OBJECT("/Script/Engine", "Actor"); |
| 50 | + |
| 51 | + enum class EActorBeginPlayState : std::uint8_t |
| 52 | + { |
| 53 | + HasNotBegunPlay, |
| 54 | + BeginningPlay, |
| 55 | + HasBegunPlay, |
| 56 | + }; |
| 57 | + |
| 58 | + // override |
| 59 | + virtual ~AActor(); // 00 |
| 60 | + |
| 61 | + // members |
| 62 | + FActorTickFunction primaryActorTick; |
| 63 | + std::uint8_t netTemporary: 1; |
| 64 | + std::uint8_t netStartup: 1; |
| 65 | + std::uint8_t onlyRelevantToOwner: 1; |
| 66 | + std::uint8_t alwaysRelevant: 1; |
| 67 | + std::uint8_t replicateMovement: 1; |
| 68 | + std::uint8_t callPreReplication: 1; |
| 69 | + std::uint8_t callPreReplicationForReplay: 1; |
| 70 | + std::uint8_t hidden: 1; |
| 71 | + std::uint8_t tearOff: 1; |
| 72 | + std::uint8_t forceNetAddressable: 1; |
| 73 | + std::uint8_t exchangedRoles: 1; |
| 74 | + std::uint8_t netLoadOnClient: 1; |
| 75 | + std::uint8_t netUseOwnerRelevancy: 1; |
| 76 | + std::uint8_t relevantForNetworkReplays: 1; |
| 77 | + std::uint8_t relevantForLevelBounds: 1; |
| 78 | + std::uint8_t replayRewindable: 1; |
| 79 | + std::uint8_t allowTickBeforeBeginPlay: 1; |
| 80 | + std::uint8_t autoDestroyWhenFinished: 1; |
| 81 | + std::uint8_t canBeDamaged: 1; |
| 82 | + std::uint8_t blockInput: 1; |
| 83 | + std::uint8_t collideWhenPlacing: 1; |
| 84 | + std::uint8_t findCameraComponentWhenViewTarget: 1; |
| 85 | + std::uint8_t generateOverlapEventsDuringLevelStreaming: 1; |
| 86 | + std::uint8_t ignoresOriginShifting: 1; |
| 87 | + std::uint8_t enableAutoLODGeneration: 1; |
| 88 | + std::uint8_t isEditorOnlyActor: 1; |
| 89 | + std::uint8_t actorSeamlessTraveled: 1; |
| 90 | + std::uint8_t replicates: 1; |
| 91 | + std::uint8_t canBeInCluster: 1; |
| 92 | + std::uint8_t allowReceiveTickEventOnDedicatedServer: 1; |
| 93 | + std::uint8_t netCheckedInitialPhysicsState: 1; |
| 94 | + std::uint8_t replicateUsingRegisteredSubObjectList: 1; |
| 95 | + std::uint8_t hasFinishedSpawning: 1; |
| 96 | + std::uint8_t actorInitialized: 1; |
| 97 | + std::uint8_t actorBeginningPlayFromLevelStreaming: 1; |
| 98 | + std::uint8_t tickFunctionsRegistered: 1; |
| 99 | + std::uint8_t hasDeferredComponentRegistration: 1; |
| 100 | + std::uint8_t runningUserConstructionScript: 1; |
| 101 | + std::uint8_t hasRegisteredAllComponents: 1; |
| 102 | + std::uint8_t actorEnableCollision: 1; |
| 103 | + std::uint8_t actorIsBeingDestroyed: 1; |
| 104 | + std::uint8_t actorWantsDestroyDuringBeginPlay: 1; |
| 105 | + EActorBeginPlayState actorHasBegunPlay: 2; |
| 106 | + std::uint8_t actorIsBeingConstructed: 1; |
| 107 | + std::uint8_t asyncPhysicsTickEnabled: 1; |
| 108 | + EActorUpdateOverlapsMethod updateOverlapsMethodDuringLevelStreaming; |
| 109 | + EActorUpdateOverlapsMethod defaultUpdateOverlapsMethodDuringLevelStreaming; |
| 110 | + float initialLifeSpan; |
| 111 | + float customTimeDilation; |
| 112 | + TEnumAsByte<ENetRole> remoteRole; |
| 113 | + std::int32_t rayTracingGroupId; |
| 114 | + FRepAttachment attachmentReplication; |
| 115 | + FRepMovement replicatedMovement; |
| 116 | + TObjectPtr<AActor> owner; |
| 117 | + FName netDriverName; |
| 118 | + TEnumAsByte<ENetRole> role; |
| 119 | + TEnumAsByte<ENetDormancy> netDormancy; |
| 120 | + ESpawnActorCollisionHandlingMethod spawnCollisionHandlingMethod; |
| 121 | + TEnumAsByte<EAutoReceiveInput> autoReceiveInput; |
| 122 | + std::int32_t inputPriority; |
| 123 | + float creationTime; |
| 124 | + TObjectPtr<UInputComponent> inputComponent; |
| 125 | + float netCullDistanceSquared; |
| 126 | + std::int32_t netTag; |
| 127 | + float netUpdateFrequency; |
| 128 | + float minNetUpdateFrequency; |
| 129 | + float netPriority; |
| 130 | + EPhysicsReplicationMode physicsReplicationMode; |
| 131 | + float lastRenderTime; |
| 132 | + TObjectPtr<APawn> instigator; |
| 133 | + TArray<TObjectPtr<AActor>> children; |
| 134 | + TObjectPtr<USceneComponent> rootComponent; |
| 135 | + FTimerHandle timerHandle_LifeSpanExpired; |
| 136 | + TArray<FName> layers; |
| 137 | + TWeakObjectPtr<UChildActorComponent> parentComponent; |
| 138 | + TArray<FName> tags; |
| 139 | + std::uint8_t onTakeAnyDamage; // - FTakeAnyDamageSignature |
| 140 | + std::uint8_t onTakePointDamage; // - FTakePointDamageSignature |
| 141 | + std::uint8_t onTakeRadialDamage; // - FTakeRadialDamageSignature |
| 142 | + std::uint8_t onActorBeginOverlap; // - FActorBeginOverlapSignature |
| 143 | + std::uint8_t onActorEndOverlap; // - FActorEndOverlapSignature |
| 144 | + std::uint8_t onBeginCursorOver; // - FActorBeginCursorOverSignature |
| 145 | + std::uint8_t onEndCursorOver; // - FActorEndCursorOverSignature |
| 146 | + std::uint8_t onClicked; // - FActorOnClickedSignature |
| 147 | + std::uint8_t onReleased; // - FActorOnReleasedSignature |
| 148 | + std::uint8_t onInputTouchBegin; // - FActorOnInputTouchBeginSignature |
| 149 | + std::uint8_t onInputTouchEnd; // - FActorOnInputTouchEndSignature |
| 150 | + std::uint8_t onInputTouchEnter; // - FActorBeginTouchOverSignature |
| 151 | + std::uint8_t onInputTouchLeave; // - FActorEndTouchOverSignature |
| 152 | + std::uint8_t onActorHit; // - FActorHitSignature |
| 153 | + std::uint8_t onDestroyed; // - FActorDestroyedSignature |
| 154 | + std::uint8_t onEndPlay; // - FActorEndPlaySignature |
| 155 | + std::byte replicatedSubObjects[0x10]; // - Net::FSubObjectRegistry |
| 156 | + TArray<Net::FReplicatedComponentInfo> replicatedComponentsInfo; |
| 157 | + TArray<UActorComponent*> replicatedComponents; |
| 158 | + TSet<TObjectPtr<UActorComponent>> ownedComponents; |
| 159 | + TArray<TObjectPtr<UActorComponent>> instanceComponents; |
| 160 | + TArray<TObjectPtr<UActorComponent>> blueprintCreatedComponents; |
| 161 | + FRenderCommandFence detachFence; |
| 162 | + }; |
| 163 | + static_assert(sizeof(AActor) == 0x298); |
| 164 | +} |
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