#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x13 (0x16B - 0x158) // BlueprintGeneratedClass BP_AIAction_TurnAndEscape.BP_AIAction_TurnAndEscape_C class UBP_AIAction_TurnAndEscape_C : public UBP_AIAction_CanCombatBase_C { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x158(0x8)(ZeroConstructor, Transient, DuplicateTransient) class AActor* TargetAct; // 0x160(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) bool Turning; // 0x168(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool CancelAble; // 0x169(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool IsStopByDelay; // 0x16A(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) static class UClass* StaticClass(); static class UBP_AIAction_TurnAndEscape_C* GetDefaultObj(); void OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo); void SoundEvent(const struct FVector& EmitLocation); void Setup(class AActor* TargetActor, bool CallFunc_IsValid_ReturnValue); void ActionTick(class APawn* ControlledPawn, float DeltaSeconds); void ActionStart(class APawn* ControlledPawn); void ActionResume(class APawn* ControlledPawn); void ExecuteUbergraph_BP_AIAction_TurnAndEscape(int32 EntryPoint, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, float K2Node_Event_DeltaSeconds, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_InFanShap_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_3, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalActionBase* CallFunc_PlayAction_ReturnValue, class AController* CallFunc_GetController_ReturnValue_4, class APawn* CallFunc_K2_GetPawn_ReturnValue_3, class UCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_5, class APawn* CallFunc_K2_GetPawn_ReturnValue_4, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_ActionIsEmpty_ReturnValue, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, class AController* CallFunc_GetController_ReturnValue_6, class APawn* CallFunc_K2_GetPawn_ReturnValue_5, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_4, bool CallFunc_ActionIsEmpty_ReturnValue_1, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APawn* K2Node_Event_ControlledPawn, float CallFunc_Delay_Duration_ImplicitCast); }; }