#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0xB0 (0x418 - 0x368) // BlueprintGeneratedClass BP_MonoNPCSpawner.BP_MonoNPCSpawner_C class ABP_MonoNPCSpawner_C : public APalNPCSpawnerBase { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x368(0x8)(ZeroConstructor, Transient, DuplicateTransient) class USphereComponent* SpawnCollision; // 0x370(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class UStaticMeshComponent* Debug_Mesh; // 0x378(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class USceneComponent* DefaultSceneRoot; // 0x380(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) struct FPalDataTableRowName_PalHumanData HumanName; // 0x388(0x8)(Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash) bool Spawned; // 0x390(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) uint8 Pad_29C3[0x3]; // Fixing Size After Last Property [ Dumper-7 ] struct FPalDataTableRowName_NPCUniqueData UniqueName; // 0x394(0x8)(Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash) struct FPalDataTableRowName_PalMonsterData OtomoName; // 0x39C(0x8)(Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash) int32 Level; // 0x3A4(0x4)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class FName CharaName; // 0x3A8(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) class UPalIndividualCharacterHandle* SpawnedHandle; // 0x3B0(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) TArray NameList; // 0x3B8(0x10)(Edit, BlueprintVisible, DisableEditOnInstance, AdvancedDisplay) double ReturnRadius; // 0x3C8(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class UClass* ControllerClass; // 0x3D0(0x8)(Edit, BlueprintVisible, ZeroConstructor, NoDestructor, HasGetValueTypeHash) class UClass* DefaultActionClass; // 0x3D8(0x8)(Edit, BlueprintVisible, ZeroConstructor, NoDestructor, HasGetValueTypeHash) double DespawnPlusDistance; // 0x3E0(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class FName UniqueNPCID; // 0x3E8(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) struct FF_NPC_PathWalkArray PathWalkArray; // 0x3F0(0x10)(Edit, BlueprintVisible, DisableEditOnInstance, AdvancedDisplay, HasGetValueTypeHash) bool IsLoading; // 0x400(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) bool IsWorldLoadComplete; // 0x401(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) bool Debug_Disable; // 0x402(0x1)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash) uint8 Pad_29C9[0x5]; // Fixing Size After Last Property [ Dumper-7 ] TArray WalkPointRefarence; // 0x408(0x10)(Edit, BlueprintVisible, DisableEditOnTemplate) static class UClass* StaticClass(); static class ABP_MonoNPCSpawner_C* GetDefaultObj(); void GetAllSpawnedNPCHandle(TArray* Handles, const TArray& HandleList, int32 CallFunc_Array_Add_ReturnValue); float GetSpawnPointRadius(); void BlueprintTick_Despawning(float DeltaTime); void BlueprintTick_Spawning(float DeltaTime, const TArray& CharaList, bool CallFunc_EqualEqual_NameName_ReturnValue, bool CallFunc_EqualEqual_NameName_ReturnValue_1, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsNearBaseCamp_ReturnValue, class UPalNPCManager* CallFunc_GetNPCManager_ReturnValue, class FName CallFunc_GetCharacterIDFromCharacterIDAndUniqueNPCID_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, const class FString& CallFunc_GetDisplayName_ReturnValue); void GetWorldLoadWaitRadius(double* Radius); void AdjustFloor(class AActor* SpaenedChara, class AActor* CallFunc_AdjustActorToFloor_ReturnValue); void Editor_Setup_Walk_Point_Ref(const TArray& TempActorList, int32 Temp_int_Array_Index_Variable, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable_1, TArray& CallFunc_PathWalkNameSort_OutSortedWalkPoint, class UObject* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, class ABP_NPC_WalkPathPoint_1_C* K2Node_DynamicCast_AsBP_NPC_Walk_Path_Point_1, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Greater_IntInt_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, int32 CallFunc_Array_Length_ReturnValue_1, int32 Temp_int_Loop_Counter_Variable_1, TArray& CallFunc_GetChildrenComponents_Children, class USceneComponent* CallFunc_Array_Get_Item_1, int32 CallFunc_Array_Length_ReturnValue_2, class AActor* CallFunc_GetOwner_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, class ABP_NPC_WalkPathPoint_1_C* K2Node_DynamicCast_AsBP_NPC_Walk_Path_Point_1_1, bool K2Node_DynamicCast_bSuccess_1, int32 CallFunc_Array_Add_ReturnValue_1, bool CallFunc_Less_IntInt_ReturnValue_1, int32 CallFunc_Add_IntInt_ReturnValue_1); void CheckWorldLoadCompleted(class UPalGameSetting* CallFunc_GetGameSetting_ReturnValue, class UWorldPartitionSubsystem* CallFunc_GetWorldSubsystem_ReturnValue, bool CallFunc_IsValid_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FWorldPartitionStreamingQuerySource& K2Node_MakeStruct_WorldPartitionStreamingQuerySource, TArray& K2Node_MakeArray_Array, bool CallFunc_IsStreamingCompleted_ReturnValue); void CreateWalkPathList(class USceneComponent* Parent, struct FF_NPC_PathWalkArray* PathArray, const TArray& TempArray, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, int32 Temp_int_Array_Index_Variable_1, TArray& K2Node_MakeArray_Array, class AActor* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, const struct FF_NPC_PathWalkArray& K2Node_MakeStruct_F_NPC_PathWalkArray, class ABP_NPC_WalkPathPoint_1_C* CallFunc_Array_Get_Item_1, int32 CallFunc_Array_Length_ReturnValue_1, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, int32 Temp_int_Loop_Counter_Variable_1, const struct FF_NPC_PathWalkPoint& K2Node_MakeStruct_F_NPC_PathWalkPoint, int32 CallFunc_Array_Add_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue_1, int32 CallFunc_Add_IntInt_ReturnValue_1, double K2Node_MakeStruct_Yaw_13_9634CB3043B1505237E811853806822B_ImplicitCast); void InitializeSpawnedCharacter(class UPalIndividualCharacterHandle* Handle, class UClass* DefaultAction, const struct FF_NPC_PathWalkArray& WalkPath, class FName Otomo, class APalCharacter* SpawndChara, bool CallFunc_IsValidClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess, class APalCharacter* CallFunc_TryGetIndividualActor_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate); void SetCharaNames(int32 CallFunc_Array_Add_ReturnValue); void DespawnDelegateMono(const struct FPalInstanceID& ID); void SetNullHandleWhenDestoryNPC(class AActor* DestroyedActor); void SpawnDelegate(const struct FPalInstanceID& ID, const TArray& TempLocationList, const TArray& TempWalkPointActor, class APalCharacter* SpawnedChara, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, const struct FF_NPC_PathWalkArray& CallFunc_CreateWalkPathList_PathArray, class UClass* K2Node_ClassDynamicCast_AsBP_AIAction_NPC_Relax_Path_Walk, bool K2Node_ClassDynamicCast_bSuccess); void Despawn(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class UPalCharacterManager* CallFunc_GetCharacterManager_ReturnValue, bool CallFunc_IsValid_ReturnValue); void Spawn(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class UPalCharacterManager* CallFunc_GetCharacterManager_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, class APlayerController* CallFunc_GetLocalPlayerController_ReturnValue, const struct FGuid& K2Node_MakeStruct_Guid, const struct FNetworkActorSpawnParameters& K2Node_MakeStruct_NetworkActorSpawnParameters, const struct FPalIndividualCharacterSaveParameter& CallFunc_GetInitializedCharacterSaveParemter_outParameter, bool CallFunc_GetInitializedCharacterSaveParemter_ReturnValue, class UPalIndividualCharacterHandle* CallFunc_SpawnNewCharacter_ReturnValue); void Check_Spawn(double DeltaTime, const TArray& CharaList, bool CallFunc_EqualEqual_NameName_ReturnValue, bool CallFunc_EqualEqual_NameName_ReturnValue_1, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsNearBaseCamp_ReturnValue, class UPalNPCManager* CallFunc_GetNPCManager_ReturnValue, class FName CallFunc_GetCharacterIDFromCharacterIDAndUniqueNPCID_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, const class FString& CallFunc_GetDisplayName_ReturnValue, enum class EPalCheckSpawnResultType CallFunc_CheckSpawnDistance_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess); void ReceiveBeginPlay(); void _________0(); void SetAllNPCLocation(); void ReceiveEndPlay(enum class EEndPlayReason EndPlayReason); void ExecuteUbergraph_BP_MonoNPCSpawner(int32 EntryPoint, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue, class APalCharacter* CallFunc_TryGetIndividualActor_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, float CallFunc_GetSpawnerRadiusByType_ReturnValue, enum class EEndPlayReason K2Node_Event_EndPlayReason, double CallFunc_Add_DoubleDouble_ReturnValue, double CallFunc_Add_DoubleDouble_A_ImplicitCast, float CallFunc_SetCheckRadius_DespawnRadius_ImplicitCast); }; }