#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C // (None) class UClass* UBP_AIAction_NPC_Combat_Gun_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_Combat_Gun_C"); return Clss; } // BP_AIAction_NPC_Combat_Gun_C BP_AIAction_NPC_Combat_Gun.Default__BP_AIAction_NPC_Combat_Gun_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_Combat_Gun_C* UBP_AIAction_NPC_Combat_Gun_C::GetDefaultObj() { static class UBP_AIAction_NPC_Combat_Gun_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_Combat_Gun_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsInMeleeAttackRange // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool InRange (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GetIsMeleeAttackWithGun_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_InConeShapAndDitance_Actor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::IsInMeleeAttackRange(bool* InRange, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle, bool CallFunc_GetIsMeleeAttackWithGun_ReturnValue, bool CallFunc_InConeShapAndDitance_Actor_ReturnValue, bool CallFunc_BooleanAND_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "IsInMeleeAttackRange"); Params::UBP_AIAction_NPC_Combat_Gun_C_IsInMeleeAttackRange_Params Parms{}; Parms.CallFunc_GetWeaponHandleRef_WeaponHandle = CallFunc_GetWeaponHandleRef_WeaponHandle; Parms.CallFunc_GetIsMeleeAttackWithGun_ReturnValue = CallFunc_GetIsMeleeAttackWithGun_ReturnValue; Parms.CallFunc_InConeShapAndDitance_Actor_ReturnValue = CallFunc_InConeShapAndDitance_Actor_ReturnValue; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (InRange != nullptr) *InRange = Parms.InRange; } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.AddTimer // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double CurrentTime (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::AddTimer(double* CurrentTime, double CallFunc_Add_DoubleDouble_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "AddTimer"); Params::UBP_AIAction_NPC_Combat_Gun_C_AddTimer_Params Parms{}; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (CurrentTime != nullptr) *CurrentTime = Parms.CurrentTime; } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsNear_FarRange // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNear_FarRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::IsNear_FarRange(double Offset, bool* Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsNear_FarRange_ReturnValue, float CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "IsNear_FarRange"); Params::UBP_AIAction_NPC_Combat_Gun_C_IsNear_FarRange_Params Parms{}; Parms.Offset = Offset; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_IsNear_FarRange_ReturnValue = CallFunc_IsNear_FarRange_ReturnValue; Parms.CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast = CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast; UObject::ProcessEvent(Func, &Parms); if (Near != nullptr) *Near = Parms.Near; } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsNear_NearRange // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNear_NearRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::IsNear_NearRange(double Offset, bool* Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsNear_NearRange_ReturnValue, float CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "IsNear_NearRange"); Params::UBP_AIAction_NPC_Combat_Gun_C_IsNear_NearRange_Params Parms{}; Parms.Offset = Offset; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_IsNear_NearRange_ReturnValue = CallFunc_IsNear_NearRange_ReturnValue; Parms.CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast = CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast; UObject::ProcessEvent(Func, &Parms); if (Near != nullptr) *Near = Parms.Near; } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.Change_NextState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // enum class EPal_NPC_CombatGunState Next (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::Change_NextState(enum class EPal_NPC_CombatGunState Next, bool CallFunc_IsValid_ReturnValue, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "Change_NextState"); Params::UBP_AIAction_NPC_Combat_Gun_C_Change_NextState_Params Parms{}; Parms.Next = Next; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.Add Gun Combat State // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // enum class EPal_NPC_CombatGunState GunState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::Add_Gun_Combat_State(enum class EPal_NPC_CombatGunState GunState, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "Add Gun Combat State"); Params::UBP_AIAction_NPC_Combat_Gun_C_Add_Gun_Combat_State_Params Parms{}; Parms.GunState = GunState; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionTick // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ActionTick"); Params::UBP_AIAction_NPC_Combat_Gun_C_ActionTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ActionStart"); Params::UBP_AIAction_NPC_Combat_Gun_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ActionPause"); Params::UBP_AIAction_NPC_Combat_Gun_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionResume // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ActionResume(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ActionResume"); Params::UBP_AIAction_NPC_Combat_Gun_C_ActionResume_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionFinished // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult WithResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ActionFinished"); Params::UBP_AIAction_NPC_Combat_Gun_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // enum class EPal_NPC_CombatGunState Temp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_TickFinishCheck_ActionFinish (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNear_FarRange_Near (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsMagazineEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ActionIsEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // enum class EPal_NPC_CombatGunState Temp_byte_Variable_1 (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_AddTimer_CurrentTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_AddTimer_CurrentTime_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LineTraceTarget_HitToTarget (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LineTraceTarget_HitToTarget_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_AddTimer_CurrentTime_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_RandomFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_RandomFloatInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Map_Remove_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TSubclassOfCallFunc_GetFireStateClass_ReturnValue (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UClass* K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_ClassDynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPal_NPC_CombatGunState Temp_byte_Variable_2 (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_GetRandomMoveTimeMin_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_RandomFloatInRange_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GetUseSideDashMovement_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LineTraceTarget_HitToTarget_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNear_FarRange_Near_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNear_FarRange_Near_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsEndCurrentState_IsEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsEndCurrentState_IsEnd_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ActionIsEmpty_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsInMeleeAttackRange_InRange (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_Tick_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_RandomFloatInRange_Min_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_A_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Combat_Gun_C::ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun(int32 EntryPoint, enum class EPal_NPC_CombatGunState Temp_byte_Variable, class APawn* K2Node_Event_ControlledPawn_4, float K2Node_Event_DeltaSeconds, bool CallFunc_TickFinishCheck_ActionFinish, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsNear_FarRange_Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, bool CallFunc_IsMagazineEmpty_ReturnValue, bool CallFunc_ActionIsEmpty_ReturnValue, enum class EPal_NPC_CombatGunState Temp_byte_Variable_1, double CallFunc_AddTimer_CurrentTime, double CallFunc_AddTimer_CurrentTime_1, bool CallFunc_Greater_DoubleDouble_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn_3, class APawn* K2Node_Event_ControlledPawn_2, class APawn* K2Node_Event_ControlledPawn_1, class APawn* K2Node_Event_ControlledPawn, enum class EPawnActionResult K2Node_Event_WithResult, bool CallFunc_LineTraceTarget_HitToTarget, bool CallFunc_LineTraceTarget_HitToTarget_1, double CallFunc_AddTimer_CurrentTime_2, double CallFunc_RandomFloat_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_2, double CallFunc_RandomFloatInRange_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_3, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, bool CallFunc_Map_Remove_ReturnValue, TSubclassOf CallFunc_GetFireStateClass_ReturnValue, class UClass* K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base, bool K2Node_ClassDynamicCast_bSuccess, bool CallFunc_IsValidClass_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle, enum class EPal_NPC_CombatGunState Temp_byte_Variable_2, float CallFunc_GetRandomMoveTimeMin_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, double CallFunc_RandomFloatInRange_ReturnValue_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle_1, bool CallFunc_GetUseSideDashMovement_ReturnValue, bool CallFunc_LineTraceTarget_HitToTarget_2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsNear_FarRange_Near_1, bool CallFunc_BooleanAND_ReturnValue_1, bool CallFunc_IsNear_FarRange_Near_2, bool CallFunc_BooleanAND_ReturnValue_2, bool CallFunc_IsEndCurrentState_IsEnd, bool CallFunc_IsEndCurrentState_IsEnd_1, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1, bool CallFunc_ActionIsEmpty_ReturnValue_1, bool CallFunc_IsInMeleeAttackRange_InRange, bool CallFunc_BooleanAND_ReturnValue_3, float CallFunc_Tick_DeltaTime_ImplicitCast, double CallFunc_RandomFloatInRange_Min_ImplicitCast, double CallFunc_Add_DoubleDouble_A_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Combat_Gun_C", "ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun"); Params::UBP_AIAction_NPC_Combat_Gun_C_ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.Temp_byte_Variable = Temp_byte_Variable; Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; Parms.CallFunc_TickFinishCheck_ActionFinish = CallFunc_TickFinishCheck_ActionFinish; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsNear_FarRange_Near = CallFunc_IsNear_FarRange_Near; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue; Parms.CallFunc_IsMagazineEmpty_ReturnValue = CallFunc_IsMagazineEmpty_ReturnValue; Parms.CallFunc_ActionIsEmpty_ReturnValue = CallFunc_ActionIsEmpty_ReturnValue; Parms.Temp_byte_Variable_1 = Temp_byte_Variable_1; Parms.CallFunc_AddTimer_CurrentTime = CallFunc_AddTimer_CurrentTime; Parms.CallFunc_AddTimer_CurrentTime_1 = CallFunc_AddTimer_CurrentTime_1; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue_1 = CallFunc_Greater_DoubleDouble_ReturnValue_1; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.CallFunc_LineTraceTarget_HitToTarget = CallFunc_LineTraceTarget_HitToTarget; Parms.CallFunc_LineTraceTarget_HitToTarget_1 = CallFunc_LineTraceTarget_HitToTarget_1; Parms.CallFunc_AddTimer_CurrentTime_2 = CallFunc_AddTimer_CurrentTime_2; Parms.CallFunc_RandomFloat_ReturnValue = CallFunc_RandomFloat_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue_2 = CallFunc_Greater_DoubleDouble_ReturnValue_2; Parms.CallFunc_RandomFloatInRange_ReturnValue = CallFunc_RandomFloatInRange_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue_3 = CallFunc_Greater_DoubleDouble_ReturnValue_3; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1; Parms.CallFunc_Map_Remove_ReturnValue = CallFunc_Map_Remove_ReturnValue; Parms.CallFunc_GetFireStateClass_ReturnValue = CallFunc_GetFireStateClass_ReturnValue; Parms.K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base = K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base; Parms.K2Node_ClassDynamicCast_bSuccess = K2Node_ClassDynamicCast_bSuccess; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.CallFunc_GetWeaponHandleRef_WeaponHandle = CallFunc_GetWeaponHandleRef_WeaponHandle; Parms.Temp_byte_Variable_2 = Temp_byte_Variable_2; Parms.CallFunc_GetRandomMoveTimeMin_ReturnValue = CallFunc_GetRandomMoveTimeMin_ReturnValue; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; Parms.CallFunc_RandomFloatInRange_ReturnValue_1 = CallFunc_RandomFloatInRange_ReturnValue_1; Parms.CallFunc_GetWeaponHandleRef_WeaponHandle_1 = CallFunc_GetWeaponHandleRef_WeaponHandle_1; Parms.CallFunc_GetUseSideDashMovement_ReturnValue = CallFunc_GetUseSideDashMovement_ReturnValue; Parms.CallFunc_LineTraceTarget_HitToTarget_2 = CallFunc_LineTraceTarget_HitToTarget_2; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; Parms.CallFunc_IsNear_FarRange_Near_1 = CallFunc_IsNear_FarRange_Near_1; Parms.CallFunc_BooleanAND_ReturnValue_1 = CallFunc_BooleanAND_ReturnValue_1; Parms.CallFunc_IsNear_FarRange_Near_2 = CallFunc_IsNear_FarRange_Near_2; Parms.CallFunc_BooleanAND_ReturnValue_2 = CallFunc_BooleanAND_ReturnValue_2; Parms.CallFunc_IsEndCurrentState_IsEnd = CallFunc_IsEndCurrentState_IsEnd; Parms.CallFunc_IsEndCurrentState_IsEnd_1 = CallFunc_IsEndCurrentState_IsEnd_1; Parms.CallFunc_GetActionComponent_ReturnValue_1 = CallFunc_GetActionComponent_ReturnValue_1; Parms.CallFunc_ActionIsEmpty_ReturnValue_1 = CallFunc_ActionIsEmpty_ReturnValue_1; Parms.CallFunc_IsInMeleeAttackRange_InRange = CallFunc_IsInMeleeAttackRange_InRange; Parms.CallFunc_BooleanAND_ReturnValue_3 = CallFunc_BooleanAND_ReturnValue_3; Parms.CallFunc_Tick_DeltaTime_ImplicitCast = CallFunc_Tick_DeltaTime_ImplicitCast; Parms.CallFunc_RandomFloatInRange_Min_ImplicitCast = CallFunc_RandomFloatInRange_Min_ImplicitCast; Parms.CallFunc_Add_DoubleDouble_A_ImplicitCast = CallFunc_Add_DoubleDouble_A_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }