#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C // (None) class UClass* UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_Relax_SalesPerson_C"); return Clss; } // BP_AIAction_NPC_Relax_SalesPerson_C BP_AIAction_NPC_Relax_SalesPerson.Default__BP_AIAction_NPC_Relax_SalesPerson_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_Relax_SalesPerson_C* UBP_AIAction_NPC_Relax_SalesPerson_C::GetDefaultObj() { static class UBP_AIAction_NPC_Relax_SalesPerson_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.GetTransitionableJudgementType // (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArrayJudgeTypeList (Parm, OutParm) // TArrayNewLocalVar_0 (Edit, BlueprintVisible) // TArrayK2Node_MakeArray_Array (ReferenceParm) void UBP_AIAction_NPC_Relax_SalesPerson_C::GetTransitionableJudgementType(TArray* JudgeTypeList, const TArray& NewLocalVar_0, TArray& K2Node_MakeArray_Array) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "GetTransitionableJudgementType"); Params::UBP_AIAction_NPC_Relax_SalesPerson_C_GetTransitionableJudgementType_Params Parms{}; Parms.NewLocalVar_0 = NewLocalVar_0; Parms.K2Node_MakeArray_Array = K2Node_MakeArray_Array; UObject::ProcessEvent(Func, &Parms); if (JudgeTypeList != nullptr) *JudgeTypeList = std::move(Parms.JudgeTypeList); } // Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.SoundEvent // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_Relax_SalesPerson_C::SoundEvent(const struct FVector& EmitLocation) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "SoundEvent"); Params::UBP_AIAction_NPC_Relax_SalesPerson_C_SoundEvent_Params Parms{}; Parms.EmitLocation = EmitLocation; UObject::ProcessEvent(Func, &Parms); } }