#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C // (None) class UClass* UBP_AIAction_NPC_Encount_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_Encount_C"); return Clss; } // BP_AIAction_NPC_Encount_C BP_AIAction_NPC_Encount.Default__BP_AIAction_NPC_Encount_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_Encount_C* UBP_AIAction_NPC_Encount_C::GetDefaultObj() { static class UBP_AIAction_NPC_Encount_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_Encount_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.GetShooter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalShooterComponent* ShooterComponent (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Encount_C::GetShooter(class UPalShooterComponent** ShooterComponent, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "GetShooter"); Params::UBP_AIAction_NPC_Encount_C_GetShooter_Params Parms{}; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ShooterComponent != nullptr) *ShooterComponent = Parms.ShooterComponent; } // Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Encount_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "ActionStart"); Params::UBP_AIAction_NPC_Encount_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.OnWeaponChanged // (BlueprintCallable, BlueprintEvent) // Parameters: // class APalWeaponBase* Weapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Encount_C::OnWeaponChanged(class APalWeaponBase* Weapon) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "OnWeaponChanged"); Params::UBP_AIAction_NPC_Encount_C_OnWeaponChanged_Params Parms{}; Parms.Weapon = Weapon; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.StartCombat // (BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_NPC_Encount_C::StartCombat() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "StartCombat"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.ExecuteUbergraph_BP_AIAction_NPC_Encount // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidCurrentSelectPalActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalSquad* CallFunc_GetSquad_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetShooter_ShooterComponent (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalWeaponBase* K2Node_CustomEvent_weapon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_OtomoPalHolderComponent_C*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_4 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Encount_C::ExecuteUbergraph_BP_AIAction_NPC_Encount(int32 EntryPoint, bool CallFunc_IsValidCurrentSelectPalActor_ReturnValue, class APawn* K2Node_Event_ControlledPawn, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess_1, class UPalSquad* CallFunc_GetSquad_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController_1, bool K2Node_DynamicCast_bSuccess_2, class UPalShooterComponent* CallFunc_GetShooter_ShooterComponent, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsValid_ReturnValue, class APalWeaponBase* K2Node_CustomEvent_weapon, bool CallFunc_IsValid_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue_3, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, bool CallFunc_IsValid_ReturnValue_2, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class UBP_OtomoPalHolderComponent_C* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_3, class APalCharacter* CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo, bool CallFunc_IsValid_ReturnValue_4) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "ExecuteUbergraph_BP_AIAction_NPC_Encount"); Params::UBP_AIAction_NPC_Encount_C_ExecuteUbergraph_BP_AIAction_NPC_Encount_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_IsValidCurrentSelectPalActor_ReturnValue = CallFunc_IsValidCurrentSelectPalActor_ReturnValue; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_GetSquad_ReturnValue = CallFunc_GetSquad_ReturnValue; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.K2Node_DynamicCast_AsBP_NPCAIController_1 = K2Node_DynamicCast_AsBP_NPCAIController_1; Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2; Parms.CallFunc_GetShooter_ShooterComponent = CallFunc_GetShooter_ShooterComponent; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_CustomEvent_weapon = K2Node_CustomEvent_weapon; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_3 = CallFunc_IsValid_ReturnValue_3; Parms.CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo = CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo; Parms.CallFunc_IsValid_ReturnValue_4 = CallFunc_IsValid_ReturnValue_4; UObject::ProcessEvent(Func, &Parms); } }