#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatMeleeState_StepAttack.BP_AINPC_CombatMeleeState_StepAttack_C // (None) class UClass* UBP_AINPC_CombatMeleeState_StepAttack_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatMeleeState_StepAttack_C"); return Clss; } // BP_AINPC_CombatMeleeState_StepAttack_C BP_AINPC_CombatMeleeState_StepAttack.Default__BP_AINPC_CombatMeleeState_StepAttack_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatMeleeState_StepAttack_C* UBP_AINPC_CombatMeleeState_StepAttack_C::GetDefaultObj() { static class UBP_AINPC_CombatMeleeState_StepAttack_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatMeleeState_StepAttack_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatMeleeState_StepAttack.BP_AINPC_CombatMeleeState_StepAttack_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatMeleeState_StepAttack_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatMeleeState_StepAttack_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatMeleeState_StepAttack.BP_AINPC_CombatMeleeState_StepAttack_C.ExecuteUbergraph_BP_AINPC_CombatMeleeState_StepAttack // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None) // class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatMeleeState_StepAttack_C::ExecuteUbergraph_BP_AINPC_CombatMeleeState_StepAttack(int32 EntryPoint, class AActor* CallFunc_GetTargetActor_TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatMeleeState_StepAttack_C", "ExecuteUbergraph_BP_AINPC_CombatMeleeState_StepAttack"); Params::UBP_AINPC_CombatMeleeState_StepAttack_C_ExecuteUbergraph_BP_AINPC_CombatMeleeState_StepAttack_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter; Parms.CallFunc_GetBodyActionComponentRef_ActionComp = CallFunc_GetBodyActionComponentRef_ActionComp; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1; Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; UObject::ProcessEvent(Func, &Parms); } }