#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C // (None) class UClass* UBP_AINPC_CombatGunState_FireMove_Shotgun_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_FireMove_Shotgun_C"); return Clss; } // BP_AINPC_CombatGunState_FireMove_Shotgun_C BP_AINPC_CombatGunState_FireMove_Shotgun.Default__BP_AINPC_CombatGunState_FireMove_Shotgun_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* UBP_AINPC_CombatGunState_FireMove_Shotgun_C::GetDefaultObj() { static class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatGunState_FireMove_Shotgun_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C.MoveDIrectionWorldSpace // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FVector Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_FireMove_Shotgun_C::MoveDIrectionWorldSpace(struct FVector* Direction, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_Shotgun_C", "MoveDIrectionWorldSpace"); Params::UBP_AINPC_CombatGunState_FireMove_Shotgun_C_MoveDIrectionWorldSpace_Params Parms{}; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Direction != nullptr) *Direction = std::move(Parms.Direction); } }