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#pragma once
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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Classes
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//---------------------------------------------------------------------------
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// Class ProceduralMeshComponent.KismetProceduralMeshLibrary
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// 0x0000 (0x0020 - 0x0020)
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class UKismetProceduralMeshLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static UClass* StaticClass()
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{
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static UClass *pStaticClass = 0;
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if (!pStaticClass)
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pStaticClass = UObject::FindClass("Class ProceduralMeshComponent.KismetProceduralMeshLibrary");
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return pStaticClass;
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}
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static void SliceProceduralMesh(class UProceduralMeshComponent* InProcMesh, const struct FVector& PlanePosition, const struct FVector& PlaneNormal, bool bCreateOtherHalf, class UMaterialInterface* CapMaterial, EProcMeshSliceCapOption CapOption, class UProceduralMeshComponent** OutOtherHalfProcMesh);
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static void GetSectionFromStaticMesh(class UStaticMesh* InMesh, int LODIndex, int SectionIndex, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FProcMeshTangent>* Tangents);
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static void GenerateBoxMesh(const struct FVector& BoxRadius, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FProcMeshTangent>* Tangents);
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static void CreateGridMeshTriangles(int NumX, int NumY, bool bWinding, TArray<int>* Triangles);
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static void CopyProceduralMeshFromStaticMeshComponent(class UStaticMeshComponent* StaticMeshComponent, int LODIndex, class UProceduralMeshComponent* ProcMeshComponent, bool bCreateCollision);
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static void ConvertQuadToTriangles(int Vert0, int Vert1, int Vert2, int Vert3, TArray<int>* Triangles);
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static void CalculateTangentsForMesh(TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector2D> UVs, TArray<struct FVector>* Normals, TArray<struct FProcMeshTangent>* Tangents);
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};
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// Class ProceduralMeshComponent.ProceduralMeshComponent
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// 0x0050 (0x0660 - 0x0610)
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class UProceduralMeshComponent : public UMeshComponent
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{
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public:
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bool bUseComplexAsSimpleCollision; // 0x0610(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
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bool bUseAsyncCooking; // 0x0611(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
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unsigned char UnknownData00[0x2]; // 0x0612(0x0002) MISSED OFFSET
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class UBodySetup* ProcMeshBodySetup; // 0x0614(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
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TArray<struct FProcMeshSection> ProcMeshSections; // 0x0618(0x000C) (ZeroConstructor)
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TArray<struct FKConvexElem> CollisionConvexElems; // 0x0624(0x000C) (ZeroConstructor)
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struct FBoxSphereBounds LocalBounds; // 0x0630(0x001C) (IsPlainOldData)
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TArray<class UBodySetup*> AsyncBodySetupQueue; // 0x064C(0x000C) (ZeroConstructor, Transient)
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unsigned char UnknownData01[0x8]; // 0x0658(0x0008) MISSED OFFSET
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static UClass* StaticClass()
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{
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static UClass *pStaticClass = 0;
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if (!pStaticClass)
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pStaticClass = UObject::FindClass("Class ProceduralMeshComponent.ProceduralMeshComponent");
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return pStaticClass;
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}
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void UpdateMeshSection_LinearColor(int SectionIndex, TArray<struct FVector> Vertices, TArray<struct FVector> Normals, TArray<struct FVector2D> UV0, TArray<struct FLinearColor> VertexColors, TArray<struct FProcMeshTangent> Tangents);
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void UpdateMeshSection(int SectionIndex, TArray<struct FVector> Vertices, TArray<struct FVector> Normals, TArray<struct FVector2D> UV0, TArray<struct FColor> VertexColors, TArray<struct FProcMeshTangent> Tangents);
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void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);
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bool IsMeshSectionVisible(int SectionIndex);
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int GetNumSections();
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void CreateMeshSection_LinearColor(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FVector2D> UV0, TArray<struct FLinearColor> VertexColors, TArray<struct FProcMeshTangent> Tangents, bool bCreateCollision);
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void CreateMeshSection(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FVector2D> UV0, TArray<struct FColor> VertexColors, TArray<struct FProcMeshTangent> Tangents, bool bCreateCollision);
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void ClearMeshSection(int SectionIndex);
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void ClearCollisionConvexMeshes();
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void ClearAllMeshSections();
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void AddCollisionConvexMesh(TArray<struct FVector> ConvexVerts);
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};
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}
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