#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0xF (0x40 - 0x31) // BlueprintGeneratedClass BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C class UBP_AINPC_CombatGunState_Reload_C : public UBP_AINPC_CombatState_Base_C { public: uint8 Pad_2FC4[0x7]; // Fixing Size After Last Property [ Dumper-7 ] struct FPointerToUberGraphFrame UberGraphFrame; // 0x38(0x8)(ZeroConstructor, Transient, DuplicateTransient) static class UClass* StaticClass(); static class UBP_AINPC_CombatGunState_Reload_C* GetDefaultObj(); void StateEnter(); void StateExit(); void ExecuteUbergraph_BP_AINPC_CombatGunState_Reload(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, float CallFunc_GetReloadTime_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_MakeVector_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, class AActor* CallFunc_GetTargetActor_TargetActor, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2, double CallFunc_MakeVector_X_ImplicitCast); }; }