#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x90 (0x1C0 - 0x130) // BlueprintGeneratedClass BP_AIAction_CombatPal.BP_AIAction_CombatPal_C class UBP_AIAction_CombatPal_C : public UPalAIActionBase { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x130(0x8)(ZeroConstructor, Transient, DuplicateTransient) class AActor* TargetActor; // 0x138(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) class APalCharacter* SelfActor; // 0x140(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) double TempDeltaSecond; // 0x148(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class UClass* NextActionClass; // 0x150(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) bool NextIsWaza; // 0x158(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_306A[0x3]; // Fixing Size After Last Property [ Dumper-7 ] int32 NextWazaSlotID; // 0x15C(0x4)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class UPalAICombatModule* CombatModule; // 0x160(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) bool ShouldSelectWait; // 0x168(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool NextIsProvocation; // 0x169(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool IsInterrupt; // 0x16A(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_306C[0x1]; // Fixing Size After Last Property [ Dumper-7 ] int32 InterrputSlotID; // 0x16C(0x4)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double CantReachTimer; // 0x170(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) struct FVector PrevLocation; // 0x178(0x18)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double StackTimer; // 0x190(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double WarpStackTimer; // 0x198(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) struct FVector WarpStackPrevLocation; // 0x1A0(0x18)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double DeadTimer; // 0x1B8(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) static class UClass* StaticClass(); static class UBP_AIAction_CombatPal_C* GetDefaultObj(); void CheckDeadTimer(const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class APalAIController* CallFunc_GetControllerRef_PalAIController, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, bool CallFunc_IsValid_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsDead_ReturnValue, bool CallFunc_IsValid_ReturnValue_1); void GetSelfPalBlackBoard(class UBP_PalAIBlackboard_Common_C** PalBB, class APalAIController* CallFunc_GetControllerRef_PalAIController, bool CallFunc_IsValid_ReturnValue, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard, bool K2Node_DynamicCast_bSuccess, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard); void WarpToSpawnerPoint(class APalCharacter* CallFunc_GetCharacter_ReturnValue, class APalCharacter* CallFunc_GetCharacter_ReturnValue_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetSelfPalBlackBoard_PalBB, double CallFunc_Add_DoubleDouble_ReturnValue, const struct FVector& CallFunc_MakeVector_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, const struct FHitResult& CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, double CallFunc_Add_DoubleDouble_A_ImplicitCast); void ResetWorpStackTimer(); void AddWarpStackTimer(double Const_WarpStackTime, const struct FVector& SelfPos, bool CallFunc_Greater_DoubleDouble_ReturnValue, double CallFunc_Multiply_DoubleDouble_ReturnValue, bool CallFunc_IsNearTwoPoint_ReturnValue, class APalCharacter* CallFunc_GetCharacter_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, enum class EPalSpawnedCharacterType CallFunc_GetSpawnedCharacterType_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue_1, bool CallFunc_EqualEqual_ByteByte_ReturnValue_2, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanOR_ReturnValue_1, double CallFunc_Add_DoubleDouble_ReturnValue, float CallFunc_IsNearTwoPoint_distance_ImplicitCast); void AttackNearestMapObject(bool* ReachAble, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APalMapObject* CallFunc_GetNearestEnemyBuildObject_ReturnValue, bool CallFunc_IsValid_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, bool CallFunc_IsExistPathForLocation_ForBP_ReturnValue); void PlayWazaAction(class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, bool CallFunc_IsValidClass_ReturnValue, class UPalActionBase* CallFunc_PlayAction_ReturnValue); void FindWazaClass(int32 SlotIndex, class UClass** WazaAction, class UPalStaticCharacterParameterComponent* CallFunc_GetStaticParamCompRef_StaticParamComp, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, enum class EPalWazaID CallFunc_GetWazaType_ReturnValue, TSubclassOf CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue); void TargetIsValid(bool* Valid, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_GetActiveActorFlag_ReturnValue, bool CallFunc_IsDead_ReturnValue, bool CallFunc_IsValid_ReturnValue_1); void Get_Next_Action_Slot_ID(int32* SlotID, int32 EnableSlotIdNum, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, int32 CallFunc_ChoiceEnableSlotIDByRandom_ReturnValue); void InterruptAction(int32 SlotID); void ChangeCombatStartLocation(bool* Change, class UBP_PalAIBlackboard_Common_C* SelfBB, class AController* CallFunc_GetController_ReturnValue, TScriptInterface K2Node_DynamicCast_AsBPI_Go_Back_Teritory, bool K2Node_DynamicCast_bSuccess, class UPalAICombatModule_Wild* K2Node_DynamicCast_AsPal_AICombat_Module_Wild, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_IsValid_ReturnValue, bool CallFunc_JudgeReturnCombatStartPosition_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, TScriptInterface K2Node_DynamicCast_AsBPI_Go_Back_Teritory_1, bool K2Node_DynamicCast_bSuccess_2, class AController* CallFunc_GetController_ReturnValue_2, bool CallFunc_IsValid_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_3, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard, bool K2Node_DynamicCast_bSuccess_3, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard_1, bool K2Node_DynamicCast_bSuccess_4, class UBP_PalAIBlackboard_Common_C* CallFunc_GetLeaderBB_LeaderPalBrackboard, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, bool CallFunc_IsValid_ReturnValue_2); void PlayWazaDarknessStatus(double CallFunc_RandomFloatInRange_ReturnValue, const struct FVector& CallFunc_RandomUnitVector_ReturnValue, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, double CallFunc_Multiply_DoubleDouble_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_MakeVector_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, class UPalActionBase* CallFunc_PlayActionLocation_ReturnValue); void PlayerCameraCheck(bool* AttackAble, bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue); void RemoveDamageResponse(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue); void AddDamageResponse(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue); void DamageResponseForCombatPal(const struct FPalDamageResult& DmgResult, const TArray& AttackerList, bool CallFunc_IsValid_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalAIController* CallFunc_GetPalAIController_ReturnValue_1, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1, class APalCharacter* CallFunc_Array_Get_Item, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue_1, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess); void SightCheckAndResponseForCombatPal(bool* ChangeNextAction, class APalCharacter* TempTarget, bool HitPlayer, const TArray& TempTargetList, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, bool K2Node_SwitchEnum_CmpSuccess, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, TArray& CallFunc_SightCheckAllPlayer_InSightPlayers, TArray& CallFunc_SightCheckAllAliveNPC_InSightCharacters); void MoveToTarget(bool Temp, class APalAIController* CallFunc_GetControllerRef_PalAIController, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, bool CallFunc_IsOnNavMesh_ReturnValue, bool CallFunc_AttackNearestMapObject_ReachAble, double CallFunc_Add_DoubleDouble_ReturnValue, bool CallFunc_IsValidClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, bool CallFunc_IsNearTwoPoint_ReturnValue, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, int32 CallFunc_Get_Next_Action_Slot_ID_SlotID, bool CallFunc_GreaterEqual_DoubleDouble_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsNearMaxRange_ReturnValue, class UClass* CallFunc_FindWazaClass_WazaAction, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue_1, bool CallFunc_AIMoveToTargetActor_ReturnValue); void GetActorActionComponentRef(class UPalActionComponent** ActionComp, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue); void GetStaticParamCompRef(class UPalStaticCharacterParameterComponent** StaticParamComp, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue); void GetSkillSlotRef(class UPalActiveSkillSlot** SkillSlot, class APalAIController* CallFunc_GetControllerRef_PalAIController); void GetControllerRef(class APalAIController** PalAIController, class AController* CallFunc_GetController_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue); void SetupSkillSlot(int32 Temp_int_Loop_Counter_Variable, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, TArray& CallFunc_GetEquipWaza_ReturnValue, bool CallFunc_IsValid_ReturnValue, enum class EPalWazaID CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue); void ChangeNextAction(int32 NextSlotID, int32 EnableSlotIDLength, const struct FPalAIActionDynamicParameter& TempAIDynamicParam, const TArray& VaildID, enum class EPalActionType Temp_byte_Variable, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter_1, bool CallFunc_PlayerCameraCheck_AttackAble, class UPalStaticCharacterParameterComponent* CallFunc_GetStaticParamCompRef_StaticParamComp, bool CallFunc_IsNearTwoActor_ReturnValue, int32 CallFunc_RandomInteger_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, bool CallFunc_Not_PreBool_ReturnValue, class AController* CallFunc_GetController_ReturnValue, int32 CallFunc_Get_Next_Action_Slot_ID_SlotID, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp, TSubclassOf CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, enum class EPalAIActionType Temp_byte_Variable_1, bool CallFunc_IsValidClass_ReturnValue, TSubclassOf CallFunc_Map_Find_Value_1, bool CallFunc_Map_Find_ReturnValue_1, class UPalAIActionBase* CallFunc_SpawnObject_ReturnValue, bool CallFunc_PushChildAction_ReturnValue, class UClass* CallFunc_FindWazaClass_WazaAction, bool CallFunc_GreaterEqual_IntInt_ReturnValue); void TargetChange(bool CallFunc_IsValid_ReturnValue, class UPalLookAtComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class AActor* CallFunc_GetTargetActor_ReturnValue); void ActionTick(class APawn* ControlledPawn, float DeltaSeconds); void ActionPause(class APawn* ControlledPawn); void OnDeadDelegate_Event(const struct FPalDeadInfo& DeadInfo); void ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult); void StartNextAction_Event(class UPalActionComponent* ActionComponent); void OnChildActionFinished(class UPawnAction* Action, enum class EPawnActionResult WithResult); void ActionStart(class APawn* ControlledPawn); void ExecuteUbergraph_BP_AIAction_CombatPal(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn_3, float K2Node_Event_DeltaSeconds, class UPalCharacterMovementComponent* CallFunc_GetPalCharacterMovementComponent_ReturnValue, bool CallFunc_IsFalling_ReturnValue, bool CallFunc_InFanShap_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, bool CallFunc_GreaterEqual_IntInt_ReturnValue, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FPalDeadInfo& K2Node_CustomEvent_DeadInfo, bool CallFunc_IsBattleMode_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, enum class EPawnActionResult K2Node_Event_WithResult_1, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValidClass_ReturnValue, class APalAIController* CallFunc_GetControllerRef_PalAIController, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot_1, bool CallFunc_IsNearMaxRange_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot_2, bool CallFunc_IsFarMinRange_ReturnValue, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_1, class UPalStaticCharacterParameterComponent* CallFunc_GetStaticParamCompRef_StaticParamComp, bool CallFunc_ActionIsEmpty_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APalAIController* CallFunc_GetControllerRef_PalAIController_1, bool CallFunc_IsValid_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_1, class UPalActionComponent* K2Node_CustomEvent_actionComponent, enum class EPalAIActionType Temp_byte_Variable, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_2, TSubclassOf CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, class UPalAIActionBase* CallFunc_SpawnObject_ReturnValue_1, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_PushChildAction_ReturnValue, class UPalAIAction_LeaveBase* K2Node_DynamicCast_AsPal_AIAction_Leave_Base, bool K2Node_DynamicCast_bSuccess, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_3, bool CallFunc_InFanShap_ReturnValue_1, class UPalActionBase* CallFunc_PlayAction_ReturnValue, class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_4, bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue, bool CallFunc_ActionIsEmpty_ReturnValue_1, bool CallFunc_BooleanAND_ReturnValue, class UPawnAction* K2Node_Event_Action, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue_2, class APawn* K2Node_Event_ControlledPawn, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_ChangeCombatStartLocation_Change, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, bool CallFunc_TargetIsValid_Valid, bool CallFunc_IsValid_ReturnValue_3, class UBP_PalAIBlackboard_Common_C* CallFunc_GetSelfPalBlackBoard_PalBB, class UBP_PalAIBlackboard_Common_C* CallFunc_GetSelfPalBlackBoard_PalBB_1, bool CallFunc_IsValid_ReturnValue_4, bool CallFunc_IsValid_ReturnValue_5, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, double K2Node_VariableSet_tempDeltaSecond_ImplicitCast, float CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast, float CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast_1); }; }