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

93 lines
3.9 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
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// Class UAEStateMachine.TestStatemachine
// 0x0008 (0x02C0 - 0x02B8)
class ATestStatemachine : public AActor
{
public:
class UUAEStateMachineComponent* UAEStateMachineComponent; // 0x02B8(0x0004) (Edit, BlueprintVisible, ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
unsigned char UnknownData00[0x4]; // 0x02BC(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class UAEStateMachine.TestStatemachine");
return pStaticClass;
}
};
// Class UAEStateMachine.UAEStateMachineComponent
// 0x0088 (0x0148 - 0x00C0)
class UUAEStateMachineComponent : public UActorComponent
{
public:
unsigned char UnknownData00[0x8]; // 0x00C0(0x0008) MISSED OFFSET
struct FScriptMulticastDelegate OnAfterTransientEvent; // 0x00C8(0x000C) (ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FString Tag; // 0x00D4(0x000C) (Edit, ZeroConstructor, DisableEditOnInstance)
TArray<class UUAEState*> States; // 0x00E0(0x000C) (Edit, ExportObject, ZeroConstructor, DisableEditOnInstance)
TMap<struct FString, struct FUAEStateMachineTransition> Transitions; // 0x00EC(0x0050) (Edit, ZeroConstructor, DisableEditOnInstance)
struct FUAETransitionState StartState; // 0x0128(0x000C) (Edit, DisableEditOnInstance)
struct FUAETransitionState EndState; // 0x0134(0x000C) (Edit, DisableEditOnInstance)
class UUAEState* CurrentState; // 0x0140(0x0004) (ExportObject, ZeroConstructor, Transient, InstancedReference, IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x0144(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class UAEStateMachine.UAEStateMachineComponent");
return pStaticClass;
}
void Start();
void SetTag(const struct FString& InTag);
void OnTransientEvent__DelegateSignature(const struct FString& TransientEvent, const struct FString& CurrentState, const struct FString& TransientToState);
bool IsInState(const struct FString& StateName);
class UUAEState* GetCurrentState();
void ForceDoEvent(const struct FString& EventName);
void Finish();
void DoEvent(const struct FString& EventName);
bool CanDoEvent(const struct FString& EventName);
};
// Class UAEStateMachine.UAEState
// 0x0004 (0x0020 - 0x001C)
class UUAEState : public UObject
{
public:
unsigned char UnknownData00[0x4]; // 0x001C(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class UAEStateMachine.UAEState");
return pStaticClass;
}
void Update(float DeltaTime);
void OnLeave(class UUAEState* TranitToState);
void OnEnter(class UUAEState* PrevState);
};
}