#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C // (None) class UClass* UBP_AIAction_NPC_Relax_PathWalk_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_Relax_PathWalk_C"); return Clss; } // BP_AIAction_NPC_Relax_PathWalk_C BP_AIAction_NPC_Relax_PathWalk.Default__BP_AIAction_NPC_Relax_PathWalk_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_Relax_PathWalk_C* UBP_AIAction_NPC_Relax_PathWalk_C::GetDefaultObj() { static class UBP_AIAction_NPC_Relax_PathWalk_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_Relax_PathWalk_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.OnStuck // (Public, BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_NPC_Relax_PathWalk_C::OnStuck() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "OnStuck"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.OnTargetPointUpdateStart // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_NPC_Relax_PathWalk_C::OnTargetPointUpdateStart() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "OnTargetPointUpdateStart"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.PlayWaitAction // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FRotator CallFunc_MakeRotator_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor) // class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FTransform CallFunc_MakeTransform_ReturnValue (IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayActionByType_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FHitResult CallFunc_K2_SetActorTransform_SweepHitResult (IsPlainOldData, NoDestructor, ContainsInstancedReference) // bool CallFunc_K2_SetActorTransform_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_MakeRotator_Yaw_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::PlayWaitAction(const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item, const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item_1, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, const struct FRotator& CallFunc_MakeRotator_ReturnValue, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, class UPalActionBase* CallFunc_PlayActionByType_ReturnValue, const struct FHitResult& CallFunc_K2_SetActorTransform_SweepHitResult, bool CallFunc_K2_SetActorTransform_ReturnValue, float CallFunc_MakeRotator_Yaw_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "PlayWaitAction"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_PlayWaitAction_Params Parms{}; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Get_Item_1 = CallFunc_Array_Get_Item_1; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_MakeRotator_ReturnValue = CallFunc_MakeRotator_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_MakeTransform_ReturnValue = CallFunc_MakeTransform_ReturnValue; Parms.CallFunc_PlayActionByType_ReturnValue = CallFunc_PlayActionByType_ReturnValue; Parms.CallFunc_K2_SetActorTransform_SweepHitResult = CallFunc_K2_SetActorTransform_SweepHitResult; Parms.CallFunc_K2_SetActorTransform_ReturnValue = CallFunc_K2_SetActorTransform_ReturnValue; Parms.CallFunc_MakeRotator_Yaw_ImplicitCast = CallFunc_MakeRotator_Yaw_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.SetupWalkPath // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_NPC_PathWalkArray PathInfo (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::SetupWalkPath(const struct FF_NPC_PathWalkArray& PathInfo) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "SetupWalkPath"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_SetupWalkPath_Params Parms{}; Parms.PathInfo = PathInfo; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.UpdateNextTargetPoint // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GreaterEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::UpdateNextTargetPoint(bool CallFunc_IsValid_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, int32 CallFunc_Array_Length_ReturnValue, int32 CallFunc_Add_IntInt_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue, const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "UpdateNextTargetPoint"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_UpdateNextTargetPoint_Params Parms{}; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue; Parms.CallFunc_GreaterEqual_IntInt_ReturnValue = CallFunc_GreaterEqual_IntInt_ReturnValue; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ActionStart"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_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_Relax_PathWalk_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ActionFinished"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ActionPause"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.ActionResume // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::ActionResume(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ActionResume"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ActionResume_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.ActionPostTick // (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_Relax_PathWalk_C::ActionPostTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ActionPostTick"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ActionPostTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_Relax_PathWalk.BP_AIAction_NPC_Relax_PathWalk_C.ExecuteUbergraph_BP_AIAction_NPC_Relax_PathWalk // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsFalling_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FF_NPC_PathWalkPoint CallFunc_Array_Get_Item_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_NotEqual_ByteByte_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Not_PreBool_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Not_PreBool_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double K2Node_VariableSet_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_Delay_Duration_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_PathWalk_C::ExecuteUbergraph_BP_AIAction_NPC_Relax_PathWalk(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn, float K2Node_Event_DeltaSeconds, class APawn* K2Node_Event_ControlledPawn_2, class AController* CallFunc_GetController_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, bool CallFunc_IsNearTwoPoint_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, bool CallFunc_IsValid_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsFalling_ReturnValue, class APawn* K2Node_Event_ControlledPawn_3, enum class EPawnActionResult K2Node_Event_WithResult, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn_4, const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item, const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item_1, const struct FF_NPC_PathWalkPoint& CallFunc_Array_Get_Item_2, bool CallFunc_NotEqual_ByteByte_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_2, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_3, bool CallFunc_IsNearTwoPoint_ReturnValue_1, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue_1, double K2Node_VariableSet_DeltaTime_ImplicitCast, float CallFunc_Delay_Duration_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_PathWalk_C", "ExecuteUbergraph_BP_AIAction_NPC_Relax_PathWalk"); Params::UBP_AIAction_NPC_Relax_PathWalk_C_ExecuteUbergraph_BP_AIAction_NPC_Relax_PathWalk_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsFalling_ReturnValue = CallFunc_IsFalling_ReturnValue; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Get_Item_1 = CallFunc_Array_Get_Item_1; Parms.CallFunc_Array_Get_Item_2 = CallFunc_Array_Get_Item_2; Parms.CallFunc_NotEqual_ByteByte_ReturnValue = CallFunc_NotEqual_ByteByte_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; Parms.CallFunc_K2_GetActorLocation_ReturnValue_2 = CallFunc_K2_GetActorLocation_ReturnValue_2; Parms.CallFunc_K2_GetActorLocation_ReturnValue_3 = CallFunc_K2_GetActorLocation_ReturnValue_3; Parms.CallFunc_IsNearTwoPoint_ReturnValue_1 = CallFunc_IsNearTwoPoint_ReturnValue_1; Parms.CallFunc_Not_PreBool_ReturnValue = CallFunc_Not_PreBool_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_Not_PreBool_ReturnValue_1 = CallFunc_Not_PreBool_ReturnValue_1; Parms.K2Node_VariableSet_DeltaTime_ImplicitCast = K2Node_VariableSet_DeltaTime_ImplicitCast; Parms.CallFunc_Delay_Duration_ImplicitCast = CallFunc_Delay_Duration_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }