#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C // (None) class UClass* UBP_AIAction_NPC_RelaxBase_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_RelaxBase_C"); return Clss; } // BP_AIAction_NPC_RelaxBase_C BP_AIAction_NPC_RelaxBase.Default__BP_AIAction_NPC_RelaxBase_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_RelaxBase_C* UBP_AIAction_NPC_RelaxBase_C::GetDefaultObj() { static class UBP_AIAction_NPC_RelaxBase_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_RelaxBase_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.PlayDefaultAction // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FHitResult CallFunc_K2_SetActorLocationAndRotation_SweepHitResult (IsPlainOldData, NoDestructor, ContainsInstancedReference) // bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayActionByType_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::PlayDefaultAction(const struct FHitResult& CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, class UPalActionBase* CallFunc_PlayActionByType_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "PlayDefaultAction"); Params::UBP_AIAction_NPC_RelaxBase_C_PlayDefaultAction_Params Parms{}; Parms.CallFunc_K2_SetActorLocationAndRotation_SweepHitResult = CallFunc_K2_SetActorLocationAndRotation_SweepHitResult; Parms.CallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_K2_SetActorLocationAndRotation_ReturnValue; Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue; Parms.CallFunc_PlayActionByType_ReturnValue = CallFunc_PlayActionByType_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.CancelDefaultAction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::CancelDefaultAction(class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, bool CallFunc_IsValid_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "CancelDefaultAction"); Params::UBP_AIAction_NPC_RelaxBase_C_CancelDefaultAction_Params Parms{}; Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetActionComponent_ReturnValue_1 = CallFunc_GetActionComponent_ReturnValue_1; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SelfIsLeader // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool IsLeader (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetLeader_Leader (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_ObjectObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::SelfIsLeader(bool* IsLeader, class APalCharacter* CallFunc_GetLeader_Leader, bool CallFunc_EqualEqual_ObjectObject_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SelfIsLeader"); Params::UBP_AIAction_NPC_RelaxBase_C_SelfIsLeader_Params Parms{}; Parms.CallFunc_GetLeader_Leader = CallFunc_GetLeader_Leader; Parms.CallFunc_EqualEqual_ObjectObject_ReturnValue = CallFunc_EqualEqual_ObjectObject_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (IsLeader != nullptr) *IsLeader = Parms.IsLeader; } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SoundEvent // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::SoundEvent(const struct FVector& EmitLocation) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SoundEvent"); Params::UBP_AIAction_NPC_RelaxBase_C_SoundEvent_Params Parms{}; Parms.EmitLocation = EmitLocation; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionResume // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::ActionResume(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionResume"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionResume_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_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_RelaxBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionFinished"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionPause"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.«¹¿à¤ÙóÈ_0 // (BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_NPC_RelaxBase_C::_________0() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "«¹¿à¤ÙóÈ_0"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionStart"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionAbort // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::ActionAbort(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionAbort"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionAbort_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SetSightSkipFlag // (BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_NPC_RelaxBase_C::SetSightSkipFlag() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SetSightSkipFlag"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionTickAnyThread // (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_RelaxBase_C::ActionTickAnyThread(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionTickAnyThread"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionTickAnyThread_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_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_RelaxBase_C::ActionPostTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionPostTick"); Params::UBP_AIAction_NPC_RelaxBase_C_ActionPostTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ExecuteUbergraph_BP_AIAction_NPC_RelaxBase // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FRotator CallFunc_K2_GetActorRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor) // struct FVector CallFunc_GreaterGreater_VectorRotator_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float CallFunc_AngleBetweenVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FTimerHandle CallFunc_K2_SetTimerDelegate_ReturnValue (NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double CallFunc_RandomFloatInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FRotator CallFunc_K2_GetActorRotation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor) // double CallFunc_RandomFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FTimerHandle CallFunc_K2_SetTimerDelegate_ReturnValue_1 (NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_SightCheck_Target (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SightCheck_ResponseType (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_SightResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Greater_DoubleDouble_A_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_GeneralTurn_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_Delay_Duration_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double K2Node_VariableSet_tempDeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_RelaxBase_C::ExecuteUbergraph_BP_AIAction_NPC_RelaxBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn_6, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_5, enum class EPawnActionResult K2Node_Event_WithResult, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue, class APawn* K2Node_Event_ControlledPawn_3, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_IsNearTwoPoint_ReturnValue, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, const struct FVector& CallFunc_GreaterGreater_VectorRotator_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, float CallFunc_AngleBetweenVector_ReturnValue, const struct FTimerHandle& CallFunc_K2_SetTimerDelegate_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, double CallFunc_RandomFloatInRange_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue_1, double CallFunc_RandomFloat_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, float K2Node_Event_DeltaSeconds_1, const struct FTimerHandle& CallFunc_K2_SetTimerDelegate_ReturnValue_1, class AActor* CallFunc_SightCheck_Target, enum class EPalAIResponseType CallFunc_SightCheck_ResponseType, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn, float K2Node_Event_DeltaSeconds, bool CallFunc_SightResponse_ChangeNextAction, double CallFunc_Greater_DoubleDouble_A_ImplicitCast, float CallFunc_GeneralTurn_DeltaTime_ImplicitCast, float CallFunc_Delay_Duration_ImplicitCast, float CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast, double K2Node_VariableSet_tempDeltaTime_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ExecuteUbergraph_BP_AIAction_NPC_RelaxBase"); Params::UBP_AIAction_NPC_RelaxBase_C_ExecuteUbergraph_BP_AIAction_NPC_RelaxBase_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_ControlledPawn_6 = K2Node_Event_ControlledPawn_6; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.K2Node_Event_ControlledPawn_5 = K2Node_Event_ControlledPawn_5; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.CallFunc_K2_GetActorRotation_ReturnValue = CallFunc_K2_GetActorRotation_ReturnValue; Parms.CallFunc_GreaterGreater_VectorRotator_ReturnValue = CallFunc_GreaterGreater_VectorRotator_ReturnValue; Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1; Parms.CallFunc_AngleBetweenVector_ReturnValue = CallFunc_AngleBetweenVector_ReturnValue; Parms.CallFunc_K2_SetTimerDelegate_ReturnValue = CallFunc_K2_SetTimerDelegate_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_RandomFloatInRange_ReturnValue = CallFunc_RandomFloatInRange_ReturnValue; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.CallFunc_K2_GetActorRotation_ReturnValue_1 = CallFunc_K2_GetActorRotation_ReturnValue_1; Parms.CallFunc_RandomFloat_ReturnValue = CallFunc_RandomFloat_ReturnValue; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.K2Node_Event_DeltaSeconds_1 = K2Node_Event_DeltaSeconds_1; Parms.CallFunc_K2_SetTimerDelegate_ReturnValue_1 = CallFunc_K2_SetTimerDelegate_ReturnValue_1; Parms.CallFunc_SightCheck_Target = CallFunc_SightCheck_Target; Parms.CallFunc_SightCheck_ResponseType = CallFunc_SightCheck_ResponseType; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; Parms.CallFunc_SightResponse_ChangeNextAction = CallFunc_SightResponse_ChangeNextAction; Parms.CallFunc_Greater_DoubleDouble_A_ImplicitCast = CallFunc_Greater_DoubleDouble_A_ImplicitCast; Parms.CallFunc_GeneralTurn_DeltaTime_ImplicitCast = CallFunc_GeneralTurn_DeltaTime_ImplicitCast; Parms.CallFunc_Delay_Duration_ImplicitCast = CallFunc_Delay_Duration_ImplicitCast; Parms.CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast = CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast; Parms.K2Node_VariableSet_tempDeltaTime_ImplicitCast = K2Node_VariableSet_tempDeltaTime_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }