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feat: moar UE
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95 files changed

+2080
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lines changed

include/UE/A/AActor.h

Lines changed: 1 addition & 1 deletion
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@@ -16,9 +16,9 @@
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#include "UE/F/FRepAttachment.h"
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#include "UE/F/FRepMovement.h"
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#include "UE/F/FTimerHandle.h"
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#include "UE/F/FTransform.h"
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#include "UE/T/TObjectPtr.h"
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#include "UE/T/TSubclassOf.h"
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#include "UE/T/TTransform.h"
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#include "UE/T/TWeakObjectPtr.h"
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#include "UE/U/UObject.h"
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include/UE/A/ACharacter.h

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Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@
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#include "UE/F/FRepRootMotionMontage.h"
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#include "UE/F/FRootMotionMovementParams.h"
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#include "UE/F/FRootMotionSourceGroup.h"
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#include "UE/T/TQuat.h"
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#include "UE/F/FQuat.h"
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namespace UE
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{

include/UE/A/APawn.h

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@@ -3,9 +3,9 @@
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#include "UE/A/AActor.h"
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#include "UE/E/EAutoPossessAI.h"
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#include "UE/E/EAutoReceiveInput.h"
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#include "UE/F/FQuat.h"
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#include "UE/I/INavAgentInterface.h"
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#include "UE/T/TBaseDynamicMulticastDelegate.h"
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#include "UE/T/TQuat.h"
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#include "UE/T/TSparseDynamicDelegate.h"
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#include "UE/T/TSubclassOf.h"
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include/UE/E/ECanBeCharacterBase.h

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#pragma once
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namespace UE
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{
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enum class ECanBeCharacterBase : std::int32_t
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{
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No,
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Yes,
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Owner,
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};
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}

include/UE/E/ECollisionChannel.h

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#pragma once
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namespace UE
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{
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enum class ECollisionChannel : std::int32_t
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{
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WorldStatic = 0,
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WorldDynamic = 1,
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Pawn = 2,
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Visibility = 3,
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Camera = 4,
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PhysicsBody = 5,
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Vehicle = 6,
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Destructible = 7,
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EngineTraceChannel1 = 8,
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EngineTraceChannel2 = 9,
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EngineTraceChannel3 = 10,
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EngineTraceChannel4 = 11,
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EngineTraceChannel5 = 12,
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EngineTraceChannel6 = 13,
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GameTraceChannel1 = 14,
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GameTraceChannel2 = 15,
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GameTraceChannel3 = 16,
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GameTraceChannel4 = 17,
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GameTraceChannel5 = 18,
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GameTraceChannel6 = 19,
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GameTraceChannel7 = 20,
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GameTraceChannel8 = 21,
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GameTraceChannel9 = 22,
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GameTraceChannel10 = 23,
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GameTraceChannel11 = 24,
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GameTraceChannel12 = 25,
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GameTraceChannel13 = 26,
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GameTraceChannel14 = 27,
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GameTraceChannel15 = 28,
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GameTraceChannel16 = 29,
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GameTraceChannel17 = 30,
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GameTraceChannel18 = 31,
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};
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}

include/UE/E/ECollisionEnabled.h

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#pragma once
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namespace UE
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{
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enum class ECollisionEnabled : std::int32_t
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{
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NoCollision,
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QueryOnly,
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PhysicsOnly,
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QueryAndPhysics,
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ProbeOnly,
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QueryAndProbe
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};
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}

include/UE/E/ECollisionTraceFlag.h

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#pragma once
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namespace UE
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{
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enum class ECollisionTraceFlag : std::int32_t
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{
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UseDefault,
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UseSimpleAndComplex,
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UseSimpleAsComplex,
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UseComplexAsSimple,
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};
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}

include/UE/E/EComponentMobility.h

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#pragma once
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namespace UE
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{
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enum class EComponentMobility : std::int32_t
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{
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Static,
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Stationary,
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Movable
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};
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}
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#pragma once
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namespace UE
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{
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enum class EComponentPhysicsStateChange : std::uint8_t
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{
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Created,
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Destroyed
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};
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}
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#pragma once
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namespace UE
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{
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enum class EComponentSocketType : std::int32_t
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{
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Invalid,
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Bone,
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Socket,
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};
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}

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