#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C // (None) class UClass* UBP_AIAction_CanCombatBase_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_CanCombatBase_C"); return Clss; } // BP_AIAction_CanCombatBase_C BP_AIAction_CanCombatBase.Default__BP_AIAction_CanCombatBase_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_CanCombatBase_C* UBP_AIAction_CanCombatBase_C::GetDefaultObj() { static class UBP_AIAction_CanCombatBase_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_CanCombatBase_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SelfMoveToLocation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector Goal (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPathFollowingRequestResultCallFunc_MoveToLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SelfMoveToLocation(const struct FVector& Goal, class APalAIController* CallFunc_GetPalAIController_ReturnValue, enum class EPathFollowingRequestResult CallFunc_MoveToLocation_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SelfMoveToLocation"); Params::UBP_AIAction_CanCombatBase_C_SelfMoveToLocation_Params Parms{}; Parms.Goal = Goal; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_MoveToLocation_ReturnValue = CallFunc_MoveToLocation_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.IsLeader // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool Leader (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsLeader_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::IsLeader(bool* Leader, class AController* CallFunc_GetController_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsLeader_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "IsLeader"); Params::UBP_AIAction_CanCombatBase_C_IsLeader_Params Parms{}; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_IsLeader_ReturnValue = CallFunc_IsLeader_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Leader != nullptr) *Leader = Parms.Leader; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.OnSquadMemberDeadEvent // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDeadInfo DeadInbfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // TArray KillerList (Edit, BlueprintVisible, DisableEditOnTemplate) // class AActor* TempKiller (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_ObjectObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsInSightKillerAndDeadBody_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo, const TArray& KillerList, class AActor* TempKiller, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_3, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsInSightKillerAndDeadBody_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "OnSquadMemberDeadEvent"); Params::UBP_AIAction_CanCombatBase_C_OnSquadMemberDeadEvent_Params Parms{}; Parms.DeadInbfo = DeadInbfo; Parms.KillerList = KillerList; Parms.TempKiller = TempKiller; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_EqualEqual_ObjectObject_ReturnValue = CallFunc_EqualEqual_ObjectObject_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1; Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter; Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue; Parms.CallFunc_GetMyPalBlackboard_ReturnValue = CallFunc_GetMyPalBlackboard_ReturnValue; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_IsInSightKillerAndDeadBody_ReturnValue = CallFunc_IsInSightKillerAndDeadBody_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartFriendlyLookatMode // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::StartFriendlyLookatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartFriendlyLookatMode"); Params::UBP_AIAction_CanCombatBase_C_StartFriendlyLookatMode_Params Parms{}; Parms.TargetActor = TargetActor; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetLeaderPalBrackBoard // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_PalAIBlackboard_Common_C*BB (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::GetLeaderPalBrackBoard(class UBP_PalAIBlackboard_Common_C** BB, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetLeaderPalBrackBoard"); Params::UBP_AIAction_CanCombatBase_C_GetLeaderPalBrackBoard_Params Parms{}; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_GetLeaderPalBlackboard_ReturnValue = CallFunc_GetLeaderPalBlackboard_ReturnValue; Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; UObject::ProcessEvent(Func, &Parms); if (BB != nullptr) *BB = Parms.BB; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.Fun_Damage_AIResponse // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class APalCharacter* TempTargetActor (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // TArray AttackerList (Edit, BlueprintVisible, DisableEditOnTemplate) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::Fun_Damage_AIResponse(const struct FPalDamageResult& DamageResult, class APalCharacter* TempTargetActor, const TArray& AttackerList, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue, bool CallFunc_IsValid_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, int32 CallFunc_Array_Add_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "Fun_Damage_AIResponse"); Params::UBP_AIAction_CanCombatBase_C_Fun_Damage_AIResponse_Params Parms{}; Parms.DamageResult = DamageResult; Parms.TempTargetActor = TempTargetActor; Parms.AttackerList = AttackerList; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.CallFunc_Array_Add_ReturnValue_1 = CallFunc_Array_Add_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter; Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SearchDeadEdibleBody // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters (ReferenceParm) // class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SearchDeadEdibleBody(bool* ChangeNextAction, class AActor* TempTarget, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, TArray& CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters, class APalCharacter* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SearchDeadEdibleBody"); Params::UBP_AIAction_CanCombatBase_C_SearchDeadEdibleBody_Params Parms{}; Parms.TempTarget = TempTarget; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters = CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ChangeNextAction != nullptr) *ChangeNextAction = Parms.ChangeNextAction; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightCheckAndResponse // (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // enum class EPalAIResponseType Current (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate) // class AActor* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_SightCheck_Target (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SightCheck_ResponseType (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_SightResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SightCheckAndResponse(enum class EPalAIResponseType Current, bool OverrideIsDamage, bool* ChangeNextAction, const TArray& TempTargetList, class AActor* TempTarget, class AActor* CallFunc_SightCheck_Target, enum class EPalAIResponseType CallFunc_SightCheck_ResponseType, bool CallFunc_SightResponse_ChangeNextAction) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightCheckAndResponse"); Params::UBP_AIAction_CanCombatBase_C_SightCheckAndResponse_Params Parms{}; Parms.Current = Current; Parms.OverrideIsDamage = OverrideIsDamage; Parms.TempTargetList = TempTargetList; Parms.TempTarget = TempTarget; Parms.CallFunc_SightCheck_Target = CallFunc_SightCheck_Target; Parms.CallFunc_SightCheck_ResponseType = CallFunc_SightCheck_ResponseType; Parms.CallFunc_SightResponse_ChangeNextAction = CallFunc_SightResponse_ChangeNextAction; UObject::ProcessEvent(Func, &Parms); if (ChangeNextAction != nullptr) *ChangeNextAction = Parms.ChangeNextAction; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightResponse // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType ResponseType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SightResponse(class AActor* Target, enum class EPalAIResponseType ResponseType, bool* ChangeNextAction, bool K2Node_SwitchEnum_CmpSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightResponse"); Params::UBP_AIAction_CanCombatBase_C_SightResponse_Params Parms{}; Parms.Target = Target; Parms.ResponseType = ResponseType; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; UObject::ProcessEvent(Func, &Parms); if (ChangeNextAction != nullptr) *ChangeNextAction = Parms.ChangeNextAction; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightCheck // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // enum class EPalAIResponseType CurrentState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Target (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType ResponseType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate) // TArray CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm) // TArray CallFunc_SightCheckAllAliveNPC_InSightCharacters (ReferenceParm) // class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDisableEnemyEyeSight_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SightCheck(enum class EPalAIResponseType CurrentState, bool OverrideIsDamage, class AActor** Target, enum class EPalAIResponseType* ResponseType, const TArray& TempTargetList, TArray& CallFunc_SightCheckAllPlayer_InSightPlayers, TArray& CallFunc_SightCheckAllAliveNPC_InSightCharacters, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue, bool CallFunc_IsDisableEnemyEyeSight_ReturnValue, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightCheck"); Params::UBP_AIAction_CanCombatBase_C_SightCheck_Params Parms{}; Parms.CurrentState = CurrentState; Parms.OverrideIsDamage = OverrideIsDamage; Parms.TempTargetList = TempTargetList; Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers; Parms.CallFunc_SightCheckAllAliveNPC_InSightCharacters = CallFunc_SightCheckAllAliveNPC_InSightCharacters; Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter; Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue; Parms.CallFunc_GetPalCheatManager_ReturnValue = CallFunc_GetPalCheatManager_ReturnValue; Parms.CallFunc_IsDisableEnemyEyeSight_ReturnValue = CallFunc_IsDisableEnemyEyeSight_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Target != nullptr) *Target = Parms.Target; if (ResponseType != nullptr) *ResponseType = Parms.ResponseType; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetLeader // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class APalCharacter* Leader (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSquadLeader_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::GetLeader(class APalCharacter** Leader, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_GetSquadLeader_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetLeader"); Params::UBP_AIAction_CanCombatBase_C_GetLeader_Params Parms{}; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_GetSquadLeader_ReturnValue = CallFunc_GetSquadLeader_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); if (Leader != nullptr) *Leader = Parms.Leader; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetSelfPalBlackBoard // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_PalAIBlackboard_Common_C*PalBlackBoard (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::GetSelfPalBlackBoard(class UBP_PalAIBlackboard_Common_C** PalBlackBoard, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetSelfPalBlackBoard"); Params::UBP_AIAction_CanCombatBase_C_GetSelfPalBlackBoard_Params Parms{}; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_GetMyPalBlackboard_ReturnValue = CallFunc_GetMyPalBlackboard_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; UObject::ProcessEvent(Func, &Parms); if (PalBlackBoard != nullptr) *PalBlackBoard = Parms.PalBlackBoard; } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SoundEvent // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::SoundEvent(const struct FVector& EmitLocation) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SoundEvent"); Params::UBP_AIAction_CanCombatBase_C_SoundEvent_Params Parms{}; Parms.EmitLocation = EmitLocation; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.DamageEventToCombatMode // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::DamageEventToCombatMode(const struct FPalDamageResult& DamageResult, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "DamageEventToCombatMode"); Params::UBP_AIAction_CanCombatBase_C_DamageEventToCombatMode_Params Parms{}; Parms.DamageResult = DamageResult; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue = CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue; Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue_1 = CallFunc_GetBattleManager_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartEscapeMode // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::StartEscapeMode(class AActor* TargetActor, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartEscapeMode"); Params::UBP_AIAction_CanCombatBase_C_StartEscapeMode_Params Parms{}; Parms.TargetActor = TargetActor; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartWarningMode // (Protected, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector AttentionLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::StartWarningMode(const struct FVector& AttentionLocation, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartWarningMode"); Params::UBP_AIAction_CanCombatBase_C_StartWarningMode_Params Parms{}; Parms.AttentionLocation = AttentionLocation; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartCombatMode // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::StartCombatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_2, class AController* CallFunc_GetController_ReturnValue_3, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartCombatMode"); Params::UBP_AIAction_CanCombatBase_C_StartCombatMode_Params Parms{}; Parms.TargetActor = TargetActor; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue = CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.K2Node_DynamicCast_AsPal_AIController_1 = K2Node_DynamicCast_AsPal_AIController_1; Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2; Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionResume // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ActionResume(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionResume"); Params::UBP_AIAction_CanCombatBase_C_ActionResume_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionStart"); Params::UBP_AIAction_CanCombatBase_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionPause"); Params::UBP_AIAction_CanCombatBase_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionFinished // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult WithResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionFinished"); Params::UBP_AIAction_CanCombatBase_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionAbort // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ActionAbort(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionAbort"); Params::UBP_AIAction_CanCombatBase_C_ActionAbort_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ExecuteUbergraph_BP_AIAction_CanCombatBase // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue_2 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GetIsSquadBehaviour_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalSquad* CallFunc_GetSquad_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GetIsSquadBehaviour_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalSquad* CallFunc_GetSquad_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_3 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_4 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CanCombatBase_C::ExecuteUbergraph_BP_AIAction_CanCombatBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn, class APawn* K2Node_Event_ControlledPawn_3, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_2, class APawn* K2Node_Event_ControlledPawn_1, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_3, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_GetIsSquadBehaviour_ReturnValue, class UPalSquad* CallFunc_GetSquad_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class AController* CallFunc_GetController_ReturnValue_4, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_5, bool CallFunc_GetIsSquadBehaviour_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, class UPalSquad* CallFunc_GetSquad_ReturnValue_1, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_IsValid_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_6, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_4) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ExecuteUbergraph_BP_AIAction_CanCombatBase"); Params::UBP_AIAction_CanCombatBase_C_ExecuteUbergraph_BP_AIAction_CanCombatBase_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1; Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3; Parms.CallFunc_GetComponentByClass_ReturnValue_2 = CallFunc_GetComponentByClass_ReturnValue_2; Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetIsSquadBehaviour_ReturnValue = CallFunc_GetIsSquadBehaviour_ReturnValue; Parms.CallFunc_GetSquad_ReturnValue = CallFunc_GetSquad_ReturnValue; Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2; Parms.CallFunc_GetController_ReturnValue_4 = CallFunc_GetController_ReturnValue_4; Parms.K2Node_DynamicCast_AsPal_AIController_1 = K2Node_DynamicCast_AsPal_AIController_1; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_GetController_ReturnValue_5 = CallFunc_GetController_ReturnValue_5; Parms.CallFunc_GetIsSquadBehaviour_ReturnValue_1 = CallFunc_GetIsSquadBehaviour_ReturnValue_1; Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1; Parms.CallFunc_GetSquad_ReturnValue_1 = CallFunc_GetSquad_ReturnValue_1; Parms.CallFunc_GetComponentByClass_ReturnValue_3 = CallFunc_GetComponentByClass_ReturnValue_3; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_6 = CallFunc_GetController_ReturnValue_6; Parms.CallFunc_GetComponentByClass_ReturnValue_4 = CallFunc_GetComponentByClass_ReturnValue_4; UObject::ProcessEvent(Func, &Parms); } }