#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C // (None) class UClass* UBP_AINPC_Combat_CommonState_MoveToTarget_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_Combat_CommonState_MoveToTarget_C"); return Clss; } // BP_AINPC_Combat_CommonState_MoveToTarget_C BP_AINPC_Combat_CommonState_MoveToTarget.Default__BP_AINPC_Combat_CommonState_MoveToTarget_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_Combat_CommonState_MoveToTarget_C* UBP_AINPC_Combat_CommonState_MoveToTarget_C::GetDefaultObj() { static class UBP_AINPC_Combat_CommonState_MoveToTarget_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_Combat_CommonState_MoveToTarget_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_Combat_CommonState_MoveToTarget_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_MoveToTarget_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C.StateTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_Combat_CommonState_MoveToTarget_C::StateTick(float DeltaTime) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_MoveToTarget_C", "StateTick"); Params::UBP_AINPC_Combat_CommonState_MoveToTarget_C_StateTick_Params Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); } // Function BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C.StateExit // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_Combat_CommonState_MoveToTarget_C::StateExit() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_MoveToTarget_C", "StateExit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C.ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_MoveToTarget_IsNearTarget (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetMovementComponentRef_Movement (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetMovementComponentRef_Movement_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetMovementComponentRef_Movement_2 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsMovingOnGround_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_NotEqual_ByteByte_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetMovementComponentRef_Movement_3 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_Combat_CommonState_MoveToTarget_C::ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget(int32 EntryPoint, float K2Node_Event_DeltaTime, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, bool CallFunc_MoveToTarget_IsNearTarget, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_1, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_2, bool CallFunc_IsMovingOnGround_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4, bool CallFunc_BooleanAND_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_3) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_MoveToTarget_C", "ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget"); Params::UBP_AINPC_Combat_CommonState_MoveToTarget_C_ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; Parms.CallFunc_MoveToTarget_IsNearTarget = CallFunc_MoveToTarget_IsNearTarget; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1; Parms.CallFunc_GetMovementComponentRef_Movement = CallFunc_GetMovementComponentRef_Movement; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2; Parms.CallFunc_GetMovementComponentRef_Movement_1 = CallFunc_GetMovementComponentRef_Movement_1; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3; Parms.CallFunc_GetMovementComponentRef_Movement_2 = CallFunc_GetMovementComponentRef_Movement_2; Parms.CallFunc_IsMovingOnGround_ReturnValue = CallFunc_IsMovingOnGround_ReturnValue; Parms.CallFunc_NotEqual_ByteByte_ReturnValue = CallFunc_NotEqual_ByteByte_ReturnValue; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; Parms.CallFunc_GetMovementComponentRef_Movement_3 = CallFunc_GetMovementComponentRef_Movement_3; UObject::ProcessEvent(Func, &Parms); } }