#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_Action_NPC_HasPropMonoMotion.BP_Action_NPC_HasPropMonoMotion_C // (None) class UClass* UBP_Action_NPC_HasPropMonoMotion_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_Action_NPC_HasPropMonoMotion_C"); return Clss; } // BP_Action_NPC_HasPropMonoMotion_C BP_Action_NPC_HasPropMonoMotion.Default__BP_Action_NPC_HasPropMonoMotion_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_Action_NPC_HasPropMonoMotion_C* UBP_Action_NPC_HasPropMonoMotion_C::GetDefaultObj() { static class UBP_Action_NPC_HasPropMonoMotion_C* Default = nullptr; if (!Default) Default = static_cast(UBP_Action_NPC_HasPropMonoMotion_C::StaticClass()->DefaultObject); return Default; } // Function BP_Action_NPC_HasPropMonoMotion.BP_Action_NPC_HasPropMonoMotion_C.OnBeginAction // (Event, Public, BlueprintEvent) // Parameters: void UBP_Action_NPC_HasPropMonoMotion_C::OnBeginAction() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Action_NPC_HasPropMonoMotion_C", "OnBeginAction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_Action_NPC_HasPropMonoMotion.BP_Action_NPC_HasPropMonoMotion_C.OnEndAction // (Event, Public, BlueprintEvent) // Parameters: void UBP_Action_NPC_HasPropMonoMotion_C::OnEndAction() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Action_NPC_HasPropMonoMotion_C", "OnEndAction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_Action_NPC_HasPropMonoMotion.BP_Action_NPC_HasPropMonoMotion_C.ExecuteUbergraph_BP_Action_NPC_HasPropMonoMotion // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetActionCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FTransform CallFunc_MakeTransform_ReturnValue (IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalSkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_Prop_Base_C* CallFunc_FinishSpawningActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FHitResult CallFunc_K2_SetRelativeLocationAndRotation_SweepHitResult (IsPlainOldData, NoDestructor, ContainsInstancedReference) void UBP_Action_NPC_HasPropMonoMotion_C::ExecuteUbergraph_BP_Action_NPC_HasPropMonoMotion(int32 EntryPoint, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, class UPalSkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class ABP_Prop_Base_C* CallFunc_FinishSpawningActor_ReturnValue, const struct FHitResult& CallFunc_K2_SetRelativeLocationAndRotation_SweepHitResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_Action_NPC_HasPropMonoMotion_C", "ExecuteUbergraph_BP_Action_NPC_HasPropMonoMotion"); Params::UBP_Action_NPC_HasPropMonoMotion_C_ExecuteUbergraph_BP_Action_NPC_HasPropMonoMotion_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetActionCharacter_ReturnValue = CallFunc_GetActionCharacter_ReturnValue; Parms.CallFunc_MakeTransform_ReturnValue = CallFunc_MakeTransform_ReturnValue; Parms.CallFunc_GetMainMesh_ReturnValue = CallFunc_GetMainMesh_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue; Parms.CallFunc_FinishSpawningActor_ReturnValue = CallFunc_FinishSpawningActor_ReturnValue; Parms.CallFunc_K2_SetRelativeLocationAndRotation_SweepHitResult = CallFunc_K2_SetRelativeLocationAndRotation_SweepHitResult; UObject::ProcessEvent(Func, &Parms); } }