Files
pubg/SDK/PUBGM_RuntimeMeshComponent_parameters.hpp
2026-05-02 14:30:03 +08:00

259 lines
18 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Parameters
//---------------------------------------------------------------------------
// Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint
struct URuntimeMeshComponent_UpdateMeshSection_Blueprint_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<struct FVector> Vertices; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<int> Triangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector> Normals; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FRuntimeMeshTangent> Tangents; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UV0; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UV1; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FLinearColor> Colors; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
bool bCalculateNormalTangent; // (Parm, ZeroConstructor, IsPlainOldData)
bool bGenerateTessellationTriangles; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles
struct URuntimeMeshComponent_SetSectionTessellationTriangles_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<int> TessellationTriangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
bool bShouldMoveArray; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible
struct URuntimeMeshComponent_SetMeshSectionVisible_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool bNewVisibility; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled
struct URuntimeMeshComponent_SetMeshSectionCollisionEnabled_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool bNewCollisionEnabled; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow
struct URuntimeMeshComponent_SetMeshSectionCastsShadow_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool bNewCastsShadow; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection
struct URuntimeMeshComponent_SetMeshCollisionSection_Params
{
int CollisionSectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<struct FVector> Vertices; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<int> Triangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
};
// DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature
struct URuntimeMeshComponent_RuntimeMeshCollisionUpdatedDelegate__DelegateSignature_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible
struct URuntimeMeshComponent_IsMeshSectionVisible_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled
struct URuntimeMeshComponent_IsMeshSectionCollisionEnabled_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows
struct URuntimeMeshComponent_IsMeshSectionCastingShadows_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections
struct URuntimeMeshComponent_GetNumSections_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex
struct URuntimeMeshComponent_GetLastSectionIndex_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex
struct URuntimeMeshComponent_FirstAvailableMeshSectionIndex_Params
{
int ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates
struct URuntimeMeshComponent_EndBatchUpdates_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist
struct URuntimeMeshComponent_DoesSectionExist_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint
struct URuntimeMeshComponent_CreateMeshSection_Blueprint_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<struct FVector> Vertices; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<int> Triangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector> Normals; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FRuntimeMeshTangent> Tangents; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UV0; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UV1; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FLinearColor> Colors; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
bool bCreateCollision; // (Parm, ZeroConstructor, IsPlainOldData)
bool bCalculateNormalTangent; // (Parm, ZeroConstructor, IsPlainOldData)
bool bGenerateTessellationTriangles; // (Parm, ZeroConstructor, IsPlainOldData)
EUpdateFrequency UpdateFrequency; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow
struct URuntimeMeshComponent_CookCollisionNow_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection
struct URuntimeMeshComponent_ClearMeshSection_Params
{
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshCollisionSection
struct URuntimeMeshComponent_ClearMeshCollisionSection_Params
{
int CollisionSectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearCollisionConvexMeshes
struct URuntimeMeshComponent_ClearCollisionConvexMeshes_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshSections
struct URuntimeMeshComponent_ClearAllMeshSections_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshCollisionSections
struct URuntimeMeshComponent_ClearAllMeshCollisionSections_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.BeginBatchUpdates
struct URuntimeMeshComponent_BeginBatchUpdates_Params
{
};
// Function RuntimeMeshComponent.RuntimeMeshComponent.AddCollisionConvexMesh
struct URuntimeMeshComponent_AddCollisionConvexMesh_Params
{
TArray<struct FVector> ConvexVerts; // (Parm, ZeroConstructor)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.GetSectionFromStaticMesh
struct URuntimeMeshLibrary_GetSectionFromStaticMesh_Params
{
class UStaticMesh* InMesh; // (Parm, ZeroConstructor, IsPlainOldData)
int LODIndex; // (Parm, ZeroConstructor, IsPlainOldData)
int SectionIndex; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<struct FVector> Vertices; // (Parm, OutParm, ZeroConstructor)
TArray<int> Triangles; // (Parm, OutParm, ZeroConstructor)
TArray<struct FVector> Normals; // (Parm, OutParm, ZeroConstructor)
TArray<struct FVector2D> UVs; // (Parm, OutParm, ZeroConstructor)
TArray<struct FRuntimeMeshTangent> Tangents; // (Parm, OutParm, ZeroConstructor)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.GenerateTessellationIndexBuffer
struct URuntimeMeshLibrary_GenerateTessellationIndexBuffer_Params
{
TArray<struct FVector> Vertices; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<int> Triangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UVs; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector> Normals; // (Parm, OutParm, ZeroConstructor)
TArray<struct FRuntimeMeshTangent> Tangents; // (Parm, OutParm, ZeroConstructor)
TArray<int> OutTessTriangles; // (Parm, OutParm, ZeroConstructor)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateGridMeshTriangles
struct URuntimeMeshLibrary_CreateGridMeshTriangles_Params
{
int NumX; // (Parm, ZeroConstructor, IsPlainOldData)
int NumY; // (Parm, ZeroConstructor, IsPlainOldData)
bool bWinding; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<int> Triangles; // (Parm, OutParm, ZeroConstructor)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateBoxMesh
struct URuntimeMeshLibrary_CreateBoxMesh_Params
{
struct FVector BoxRadius; // (Parm, IsPlainOldData)
TArray<struct FVector> Vertices; // (Parm, OutParm, ZeroConstructor)
TArray<int> Triangles; // (Parm, OutParm, ZeroConstructor)
TArray<struct FVector> Normals; // (Parm, OutParm, ZeroConstructor)
TArray<struct FVector2D> UVs; // (Parm, OutParm, ZeroConstructor)
TArray<struct FRuntimeMeshTangent> Tangents; // (Parm, OutParm, ZeroConstructor)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CopyRuntimeMeshFromStaticMeshComponent
struct URuntimeMeshLibrary_CopyRuntimeMeshFromStaticMeshComponent_Params
{
class UStaticMeshComponent* StaticMeshComp; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
int LODIndex; // (Parm, ZeroConstructor, IsPlainOldData)
class URuntimeMeshComponent* RuntimeMeshComp; // (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
bool bShouldCreateCollision; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.ConvertQuadToTriangles
struct URuntimeMeshLibrary_ConvertQuadToTriangles_Params
{
TArray<int> Triangles; // (Parm, OutParm, ZeroConstructor, ReferenceParm)
int Vert0; // (Parm, ZeroConstructor, IsPlainOldData)
int Vert1; // (Parm, ZeroConstructor, IsPlainOldData)
int Vert2; // (Parm, ZeroConstructor, IsPlainOldData)
int Vert3; // (Parm, ZeroConstructor, IsPlainOldData)
};
// Function RuntimeMeshComponent.RuntimeMeshLibrary.CalculateTangentsForMesh
struct URuntimeMeshLibrary_CalculateTangentsForMesh_Params
{
TArray<struct FVector> Vertices; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<int> Triangles; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector2D> UVs; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
TArray<struct FVector> Normals; // (Parm, OutParm, ZeroConstructor)
TArray<struct FRuntimeMeshTangent> Tangents; // (Parm, OutParm, ZeroConstructor)
};
}