#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_CombatPal.BP_AIAction_CombatPal_C // (None) class UClass* UBP_AIAction_CombatPal_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_CombatPal_C"); return Clss; } // BP_AIAction_CombatPal_C BP_AIAction_CombatPal.Default__BP_AIAction_CombatPal_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_CombatPal_C* UBP_AIAction_CombatPal_C::GetDefaultObj() { static class UBP_AIAction_CombatPal_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_CombatPal_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.CheckDeadTimer // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class APalAIController* CallFunc_GetControllerRef_PalAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDead_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "CheckDeadTimer"); Params::UBP_AIAction_CombatPal_C_CheckDeadTimer_Params Parms{}; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_GetControllerRef_PalAIController = CallFunc_GetControllerRef_PalAIController; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_SetActionClassParameter_ReturnValue = CallFunc_SetActionClassParameter_ReturnValue; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_IsDead_ReturnValue = CallFunc_IsDead_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.GetSelfPalBlackBoard // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_PalAIBlackboard_Common_C*PalBB (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetControllerRef_PalAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceK2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "GetSelfPalBlackBoard"); Params::UBP_AIAction_CombatPal_C_GetSelfPalBlackBoard_Params Parms{}; Parms.CallFunc_GetControllerRef_PalAIController = CallFunc_GetControllerRef_PalAIController; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard = K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard; UObject::ProcessEvent(Func, &Parms); if (PalBB != nullptr) *PalBB = Parms.PalBB; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.WarpToSpawnerPoint // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetCharacter_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetSelfPalBlackBoard_PalBB (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FHitResult CallFunc_K2_SetActorLocation_SweepHitResult (IsPlainOldData, NoDestructor, ContainsInstancedReference) // bool CallFunc_K2_SetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_A_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "WarpToSpawnerPoint"); Params::UBP_AIAction_CombatPal_C_WarpToSpawnerPoint_Params Parms{}; Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue; Parms.CallFunc_GetCharacter_ReturnValue_1 = CallFunc_GetCharacter_ReturnValue_1; Parms.CallFunc_GetSelfPalBlackBoard_PalBB = CallFunc_GetSelfPalBlackBoard_PalBB; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_K2_SetActorLocation_SweepHitResult = CallFunc_K2_SetActorLocation_SweepHitResult; Parms.CallFunc_K2_SetActorLocation_ReturnValue = CallFunc_K2_SetActorLocation_ReturnValue; Parms.CallFunc_Add_DoubleDouble_A_ImplicitCast = CallFunc_Add_DoubleDouble_A_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ResetWorpStackTimer // (Public, BlueprintCallable, BlueprintEvent) // Parameters: void UBP_AIAction_CombatPal_C::ResetWorpStackTimer() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ResetWorpStackTimer"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.AddWarpStackTimer // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Const_WarpStackTime (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector SelfPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Multiply_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // enum class EPalSpawnedCharacterTypeCallFunc_GetSpawnedCharacterType_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_ByteByte_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_ByteByte_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_ByteByte_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanOR_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_IsNearTwoPoint_distance_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "AddWarpStackTimer"); Params::UBP_AIAction_CombatPal_C_AddWarpStackTimer_Params Parms{}; Parms.Const_WarpStackTime = Const_WarpStackTime; Parms.SelfPos = SelfPos; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_Multiply_DoubleDouble_ReturnValue = CallFunc_Multiply_DoubleDouble_ReturnValue; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_GetSpawnedCharacterType_ReturnValue = CallFunc_GetSpawnedCharacterType_ReturnValue; Parms.CallFunc_EqualEqual_ByteByte_ReturnValue = CallFunc_EqualEqual_ByteByte_ReturnValue; Parms.CallFunc_EqualEqual_ByteByte_ReturnValue_1 = CallFunc_EqualEqual_ByteByte_ReturnValue_1; Parms.CallFunc_EqualEqual_ByteByte_ReturnValue_2 = CallFunc_EqualEqual_ByteByte_ReturnValue_2; Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue; Parms.CallFunc_BooleanOR_ReturnValue_1 = CallFunc_BooleanOR_ReturnValue_1; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_IsNearTwoPoint_distance_ImplicitCast = CallFunc_IsNearTwoPoint_distance_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.AttackNearestMapObject // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReachAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalMapObject* CallFunc_GetNearestEnemyBuildObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsExistPathForLocation_ForBP_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "AttackNearestMapObject"); Params::UBP_AIAction_CombatPal_C_AttackNearestMapObject_Params Parms{}; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetNearestEnemyBuildObject_ReturnValue = CallFunc_GetNearestEnemyBuildObject_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_IsExistPathForLocation_ForBP_ReturnValue = CallFunc_IsExistPathForLocation_ForBP_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ReachAble != nullptr) *ReachAble = Parms.ReachAble; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.PlayWazaAction // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayAction_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "PlayWazaAction"); Params::UBP_AIAction_CombatPal_C_PlayWazaAction_Params Parms{}; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetActorActionComponentRef_ActionComp = CallFunc_GetActorActionComponentRef_ActionComp; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.CallFunc_PlayAction_ReturnValue = CallFunc_PlayAction_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.FindWazaClass // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32 SlotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* WazaAction (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetStaticParamCompRef_StaticParamComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalWazaID CallFunc_GetWazaType_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TSubclassOf CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "FindWazaClass"); Params::UBP_AIAction_CombatPal_C_FindWazaClass_Params Parms{}; Parms.SlotIndex = SlotIndex; Parms.CallFunc_GetStaticParamCompRef_StaticParamComp = CallFunc_GetStaticParamCompRef_StaticParamComp; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_GetWazaType_ReturnValue = CallFunc_GetWazaType_ReturnValue; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (WazaAction != nullptr) *WazaAction = Parms.WazaAction; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.TargetIsValid // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GetActiveActorFlag_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDead_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "TargetIsValid"); Params::UBP_AIAction_CombatPal_C_TargetIsValid_Params Parms{}; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetActiveActorFlag_ReturnValue = CallFunc_GetActiveActorFlag_ReturnValue; Parms.CallFunc_IsDead_ReturnValue = CallFunc_IsDead_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); if (Valid != nullptr) *Valid = Parms.Valid; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.Get Next Action Slot ID // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SlotID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 EnableSlotIdNum (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_ChoiceEnableSlotIDByRandom_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::Get_Next_Action_Slot_ID(int32* SlotID, int32 EnableSlotIdNum, class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot, int32 CallFunc_ChoiceEnableSlotIDByRandom_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "Get Next Action Slot ID"); Params::UBP_AIAction_CombatPal_C_Get_Next_Action_Slot_ID_Params Parms{}; Parms.EnableSlotIdNum = EnableSlotIdNum; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_ChoiceEnableSlotIDByRandom_ReturnValue = CallFunc_ChoiceEnableSlotIDByRandom_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (SlotID != nullptr) *SlotID = Parms.SlotID; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.InterruptAction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SlotID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::InterruptAction(int32 SlotID) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "InterruptAction"); Params::UBP_AIAction_CombatPal_C_InterruptAction_Params Parms{}; Parms.SlotID = SlotID; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ChangeCombatStartLocation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Change (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*SelfBB (Edit, BlueprintVisible, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceK2Node_DynamicCast_AsBPI_Go_Back_Teritory (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAICombatModule_Wild* K2Node_DynamicCast_AsPal_AICombat_Module_Wild (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_JudgeReturnCombatStartPosition_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceK2Node_DynamicCast_AsBPI_Go_Back_Teritory_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceK2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceK2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_4 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetLeaderBB_LeaderPalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ChangeCombatStartLocation"); Params::UBP_AIAction_CombatPal_C_ChangeCombatStartLocation_Params Parms{}; Parms.SelfBB = SelfBB; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_DynamicCast_AsBPI_Go_Back_Teritory = K2Node_DynamicCast_AsBPI_Go_Back_Teritory; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.K2Node_DynamicCast_AsPal_AICombat_Module_Wild = K2Node_DynamicCast_AsPal_AICombat_Module_Wild; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_JudgeReturnCombatStartPosition_ReturnValue = CallFunc_JudgeReturnCombatStartPosition_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.K2Node_DynamicCast_AsBPI_Go_Back_Teritory_1 = K2Node_DynamicCast_AsBPI_Go_Back_Teritory_1; Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3; Parms.K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard = K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard; Parms.K2Node_DynamicCast_bSuccess_3 = K2Node_DynamicCast_bSuccess_3; Parms.K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard_1 = K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard_1; Parms.K2Node_DynamicCast_bSuccess_4 = K2Node_DynamicCast_bSuccess_4; Parms.CallFunc_GetLeaderBB_LeaderPalBrackboard = CallFunc_GetLeaderBB_LeaderPalBrackboard; Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard; Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2; UObject::ProcessEvent(Func, &Parms); if (Change != nullptr) *Change = Parms.Change; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.PlayWazaDarknessStatus // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double CallFunc_RandomFloatInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_RandomUnitVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Conv_DoubleToVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_BreakVector_X (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_BreakVector_Y (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_BreakVector_Z (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Multiply_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayActionLocation_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "PlayWazaDarknessStatus"); Params::UBP_AIAction_CombatPal_C_PlayWazaDarknessStatus_Params Parms{}; Parms.CallFunc_RandomFloatInRange_ReturnValue = CallFunc_RandomFloatInRange_ReturnValue; Parms.CallFunc_RandomUnitVector_ReturnValue = CallFunc_RandomUnitVector_ReturnValue; Parms.CallFunc_Conv_DoubleToVector_ReturnValue = CallFunc_Conv_DoubleToVector_ReturnValue; Parms.CallFunc_BreakVector_X = CallFunc_BreakVector_X; Parms.CallFunc_BreakVector_Y = CallFunc_BreakVector_Y; Parms.CallFunc_BreakVector_Z = CallFunc_BreakVector_Z; Parms.CallFunc_Multiply_DoubleDouble_ReturnValue = CallFunc_Multiply_DoubleDouble_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue; Parms.CallFunc_Multiply_VectorVector_ReturnValue = CallFunc_Multiply_VectorVector_ReturnValue; Parms.CallFunc_GetActorActionComponentRef_ActionComp = CallFunc_GetActorActionComponentRef_ActionComp; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_PlayActionLocation_ReturnValue = CallFunc_PlayActionLocation_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.PlayerCameraCheck // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::PlayerCameraCheck(bool* AttackAble, bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "PlayerCameraCheck"); Params::UBP_AIAction_CombatPal_C_PlayerCameraCheck_Params Parms{}; Parms.CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue = CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (AttackAble != nullptr) *AttackAble = Parms.AttackAble; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.RemoveDamageResponse // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::RemoveDamageResponse(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "RemoveDamageResponse"); Params::UBP_AIAction_CombatPal_C_RemoveDamageResponse_Params Parms{}; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.AddDamageResponse // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::AddDamageResponse(FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "AddDamageResponse"); Params::UBP_AIAction_CombatPal_C_AddDamageResponse_Params Parms{}; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.DamageResponseForCombatPal // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDamageResult DmgResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // TArray AttackerList (Edit, BlueprintVisible, DisableEditOnTemplate) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetPalAIController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "DamageResponseForCombatPal"); Params::UBP_AIAction_CombatPal_C_DamageResponseForCombatPal_Params Parms{}; Parms.DmgResult = DmgResult; Parms.AttackerList = AttackerList; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue; Parms.CallFunc_GetPalAIController_ReturnValue_1 = CallFunc_GetPalAIController_ReturnValue_1; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue = CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue_1 = CallFunc_GetBattleManager_ReturnValue_1; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_Array_Add_ReturnValue_1 = CallFunc_Array_Add_ReturnValue_1; Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter; Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.SightCheckAndResponseForCombatPal // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // bool HitPlayer (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm) // TArray CallFunc_SightCheckAllAliveNPC_InSightCharacters (ReferenceParm) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "SightCheckAndResponseForCombatPal"); Params::UBP_AIAction_CombatPal_C_SightCheckAndResponseForCombatPal_Params Parms{}; Parms.TempTarget = TempTarget; Parms.HitPlayer = HitPlayer; Parms.TempTargetList = TempTargetList; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter; Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers; Parms.CallFunc_SightCheckAllAliveNPC_InSightCharacters = CallFunc_SightCheckAllAliveNPC_InSightCharacters; UObject::ProcessEvent(Func, &Parms); if (ChangeNextAction != nullptr) *ChangeNextAction = Parms.ChangeNextAction; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.MoveToTarget // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // bool Temp (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetControllerRef_PalAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsOnNavMesh_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_AttackNearestMapObject_ReachAble (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Get_Next_Action_Slot_ID_SlotID (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GreaterEqual_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearMaxRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* CallFunc_FindWazaClass_WazaAction (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Add_DoubleDouble_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_AIMoveToTargetActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "MoveToTarget"); Params::UBP_AIAction_CombatPal_C_MoveToTarget_Params Parms{}; Parms.Temp = Temp; Parms.CallFunc_GetControllerRef_PalAIController = CallFunc_GetControllerRef_PalAIController; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_IsOnNavMesh_ReturnValue = CallFunc_IsOnNavMesh_ReturnValue; Parms.CallFunc_AttackNearestMapObject_ReachAble = CallFunc_AttackNearestMapObject_ReachAble; Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_Get_Next_Action_Slot_ID_SlotID = CallFunc_Get_Next_Action_Slot_ID_SlotID; Parms.CallFunc_GreaterEqual_DoubleDouble_ReturnValue = CallFunc_GreaterEqual_DoubleDouble_ReturnValue; Parms.CallFunc_EqualEqual_IntInt_ReturnValue = CallFunc_EqualEqual_IntInt_ReturnValue; Parms.CallFunc_IsNearMaxRange_ReturnValue = CallFunc_IsNearMaxRange_ReturnValue; Parms.CallFunc_FindWazaClass_WazaAction = CallFunc_FindWazaClass_WazaAction; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue; Parms.CallFunc_Add_DoubleDouble_ReturnValue_1 = CallFunc_Add_DoubleDouble_ReturnValue_1; Parms.CallFunc_AIMoveToTargetActor_ReturnValue = CallFunc_AIMoveToTargetActor_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.GetActorActionComponentRef // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalActionComponent* ActionComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::GetActorActionComponentRef(class UPalActionComponent** ActionComp, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "GetActorActionComponentRef"); Params::UBP_AIAction_CombatPal_C_GetActorActionComponentRef_Params Parms{}; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ActionComp != nullptr) *ActionComp = Parms.ActionComp; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.GetStaticParamCompRef // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalStaticCharacterParameterComponent*StaticParamComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::GetStaticParamCompRef(class UPalStaticCharacterParameterComponent** StaticParamComp, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "GetStaticParamCompRef"); Params::UBP_AIAction_CombatPal_C_GetStaticParamCompRef_Params Parms{}; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (StaticParamComp != nullptr) *StaticParamComp = Parms.StaticParamComp; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.GetSkillSlotRef // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalActiveSkillSlot* SkillSlot (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetControllerRef_PalAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::GetSkillSlotRef(class UPalActiveSkillSlot** SkillSlot, class APalAIController* CallFunc_GetControllerRef_PalAIController) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "GetSkillSlotRef"); Params::UBP_AIAction_CombatPal_C_GetSkillSlotRef_Params Parms{}; Parms.CallFunc_GetControllerRef_PalAIController = CallFunc_GetControllerRef_PalAIController; UObject::ProcessEvent(Func, &Parms); if (SkillSlot != nullptr) *SkillSlot = Parms.SkillSlot; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.GetControllerRef // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class APalAIController* PalAIController (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::GetControllerRef(class APalAIController** PalAIController, class AController* CallFunc_GetController_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "GetControllerRef"); Params::UBP_AIAction_CombatPal_C_GetControllerRef_Params Parms{}; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (PalAIController != nullptr) *PalAIController = Parms.PalAIController; } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.SetupSkillSlot // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_GetEquipWaza_ReturnValue (ReferenceParm) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // enum class EPalWazaID CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "SetupSkillSlot"); Params::UBP_AIAction_CombatPal_C_SetupSkillSlot_Params Parms{}; Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue; Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetEquipWaza_ReturnValue = CallFunc_GetEquipWaza_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ChangeNextAction // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 NextSlotID (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 EnableSlotIDLength (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterTempAIDynamicParam (Edit, BlueprintVisible, NoDestructor) // TArray VaildID (Edit, BlueprintVisible) // enum class EPalActionType Temp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter_1 (NoDestructor) // bool CallFunc_PlayerCameraCheck_AttackAble (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetStaticParamCompRef_StaticParamComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_RandomInteger_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool K2Node_SwitchInteger_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Not_PreBool_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Get_Next_Action_Slot_ID_SlotID (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // TSubclassOf CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // enum class EPalAIActionType Temp_byte_Variable_1 (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TSubclassOfCallFunc_Map_Find_Value_1 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIActionBase* CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_PushChildAction_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UClass* CallFunc_FindWazaClass_WazaAction (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GreaterEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ChangeNextAction"); Params::UBP_AIAction_CombatPal_C_ChangeNextAction_Params Parms{}; Parms.NextSlotID = NextSlotID; Parms.EnableSlotIDLength = EnableSlotIDLength; Parms.TempAIDynamicParam = TempAIDynamicParam; Parms.VaildID = VaildID; Parms.Temp_byte_Variable = Temp_byte_Variable; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter_1 = K2Node_MakeStruct_PalAIActionDynamicParameter_1; Parms.CallFunc_PlayerCameraCheck_AttackAble = CallFunc_PlayerCameraCheck_AttackAble; Parms.CallFunc_GetStaticParamCompRef_StaticParamComp = CallFunc_GetStaticParamCompRef_StaticParamComp; Parms.CallFunc_IsNearTwoActor_ReturnValue = CallFunc_IsNearTwoActor_ReturnValue; Parms.CallFunc_RandomInteger_ReturnValue = CallFunc_RandomInteger_ReturnValue; Parms.K2Node_SwitchInteger_CmpSuccess = K2Node_SwitchInteger_CmpSuccess; Parms.CallFunc_Not_PreBool_ReturnValue = CallFunc_Not_PreBool_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_Get_Next_Action_Slot_ID_SlotID = CallFunc_Get_Next_Action_Slot_ID_SlotID; Parms.CallFunc_GetActorActionComponentRef_ActionComp = CallFunc_GetActorActionComponentRef_ActionComp; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; Parms.Temp_byte_Variable_1 = Temp_byte_Variable_1; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.CallFunc_Map_Find_Value_1 = CallFunc_Map_Find_Value_1; Parms.CallFunc_Map_Find_ReturnValue_1 = CallFunc_Map_Find_ReturnValue_1; Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue; Parms.CallFunc_PushChildAction_ReturnValue = CallFunc_PushChildAction_ReturnValue; Parms.CallFunc_FindWazaClass_WazaAction = CallFunc_FindWazaClass_WazaAction; Parms.CallFunc_GreaterEqual_IntInt_ReturnValue = CallFunc_GreaterEqual_IntInt_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.TargetChange // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalLookAtComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::TargetChange(bool CallFunc_IsValid_ReturnValue, class UPalLookAtComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class AActor* CallFunc_GetTargetActor_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "TargetChange"); Params::UBP_AIAction_CombatPal_C_TargetChange_Params Parms{}; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.CallFunc_GetTargetActor_ReturnValue = CallFunc_GetTargetActor_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ActionTick // (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_CombatPal_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ActionTick"); Params::UBP_AIAction_CombatPal_C_ActionTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ActionPause"); Params::UBP_AIAction_CombatPal_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.OnDeadDelegate_Event // (BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDeadInfo DeadInfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) void UBP_AIAction_CombatPal_C::OnDeadDelegate_Event(const struct FPalDeadInfo& DeadInfo) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "OnDeadDelegate_Event"); Params::UBP_AIAction_CombatPal_C_OnDeadDelegate_Event_Params Parms{}; Parms.DeadInfo = DeadInfo; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_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_CombatPal_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ActionFinished"); Params::UBP_AIAction_CombatPal_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.StartNextAction_Event // (BlueprintCallable, BlueprintEvent) // Parameters: // class UPalActionComponent* ActionComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::StartNextAction_Event(class UPalActionComponent* ActionComponent) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "StartNextAction_Event"); Params::UBP_AIAction_CombatPal_C_StartNextAction_Event_Params Parms{}; Parms.ActionComponent = ActionComponent; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.OnChildActionFinished // (Event, Public, BlueprintEvent) // Parameters: // class UPawnAction* Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult WithResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::OnChildActionFinished(class UPawnAction* Action, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "OnChildActionFinished"); Params::UBP_AIAction_CombatPal_C_OnChildActionFinished_Params Parms{}; Parms.Action = Action; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ActionStart"); Params::UBP_AIAction_CombatPal_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_CombatPal.BP_AIAction_CombatPal_C.ExecuteUbergraph_BP_AIAction_CombatPal // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetPalCharacterMovementComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsFalling_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_InFanShap_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_GreaterEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FPalDeadInfo K2Node_CustomEvent_DeadInfo (NoDestructor) // bool CallFunc_IsBattleMode_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetControllerRef_PalAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearMaxRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActiveSkillSlot* CallFunc_GetSkillSlotRef_SkillSlot_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsFarMinRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalStaticCharacterParameterComponent*CallFunc_GetStaticParamCompRef_StaticParamComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ActionIsEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalAIController* CallFunc_GetControllerRef_PalAIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* K2Node_CustomEvent_actionComponent (ConstParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // enum class EPalAIActionType Temp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_2 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // TSubclassOfCallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIActionBase* CallFunc_SpawnObject_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_PushChildAction_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAIAction_LeaveBase* K2Node_DynamicCast_AsPal_AIAction_Leave_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_3 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_InFanShap_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayAction_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActorActionComponentRef_ActionComp_4 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ActionIsEmpty_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPawnAction* K2Node_Event_Action (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ChangeCombatStartLocation_Change (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_TargetIsValid_Valid (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetSelfPalBlackBoard_PalBB (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetSelfPalBlackBoard_PalBB_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_4 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_5 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double K2Node_VariableSet_tempDeltaSecond_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_CombatPal_C::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) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_CombatPal_C", "ExecuteUbergraph_BP_AIAction_CombatPal"); Params::UBP_AIAction_CombatPal_C_ExecuteUbergraph_BP_AIAction_CombatPal_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; Parms.CallFunc_GetPalCharacterMovementComponent_ReturnValue = CallFunc_GetPalCharacterMovementComponent_ReturnValue; Parms.CallFunc_IsFalling_ReturnValue = CallFunc_IsFalling_ReturnValue; Parms.CallFunc_InFanShap_ReturnValue = CallFunc_InFanShap_ReturnValue; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.CallFunc_GreaterEqual_IntInt_ReturnValue = CallFunc_GreaterEqual_IntInt_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.K2Node_CustomEvent_DeadInfo = K2Node_CustomEvent_DeadInfo; Parms.CallFunc_IsBattleMode_ReturnValue = CallFunc_IsBattleMode_ReturnValue; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.K2Node_Event_WithResult_1 = K2Node_Event_WithResult_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue; Parms.CallFunc_GetControllerRef_PalAIController = CallFunc_GetControllerRef_PalAIController; Parms.CallFunc_GetSkillSlotRef_SkillSlot = CallFunc_GetSkillSlotRef_SkillSlot; Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue; Parms.CallFunc_GetSkillSlotRef_SkillSlot_1 = CallFunc_GetSkillSlotRef_SkillSlot_1; Parms.CallFunc_IsNearMaxRange_ReturnValue = CallFunc_IsNearMaxRange_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetSkillSlotRef_SkillSlot_2 = CallFunc_GetSkillSlotRef_SkillSlot_2; Parms.CallFunc_IsFarMinRange_ReturnValue = CallFunc_IsFarMinRange_ReturnValue; Parms.CallFunc_GetActorActionComponentRef_ActionComp = CallFunc_GetActorActionComponentRef_ActionComp; Parms.CallFunc_GetActorActionComponentRef_ActionComp_1 = CallFunc_GetActorActionComponentRef_ActionComp_1; Parms.CallFunc_GetStaticParamCompRef_StaticParamComp = CallFunc_GetStaticParamCompRef_StaticParamComp; Parms.CallFunc_ActionIsEmpty_ReturnValue = CallFunc_ActionIsEmpty_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.CallFunc_GetControllerRef_PalAIController_1 = CallFunc_GetControllerRef_PalAIController_1; Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.K2Node_CustomEvent_actionComponent = K2Node_CustomEvent_actionComponent; Parms.Temp_byte_Variable = Temp_byte_Variable; Parms.CallFunc_GetActorActionComponentRef_ActionComp_2 = CallFunc_GetActorActionComponentRef_ActionComp_2; Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value; Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue; Parms.CallFunc_SpawnObject_ReturnValue_1 = CallFunc_SpawnObject_ReturnValue_1; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_PushChildAction_ReturnValue = CallFunc_PushChildAction_ReturnValue; Parms.K2Node_DynamicCast_AsPal_AIAction_Leave_Base = K2Node_DynamicCast_AsPal_AIAction_Leave_Base; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetActorActionComponentRef_ActionComp_3 = CallFunc_GetActorActionComponentRef_ActionComp_3; Parms.CallFunc_InFanShap_ReturnValue_1 = CallFunc_InFanShap_ReturnValue_1; Parms.CallFunc_PlayAction_ReturnValue = CallFunc_PlayAction_ReturnValue; Parms.CallFunc_GetActorActionComponentRef_ActionComp_4 = CallFunc_GetActorActionComponentRef_ActionComp_4; Parms.CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue = CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue; Parms.CallFunc_ActionIsEmpty_ReturnValue_1 = CallFunc_ActionIsEmpty_ReturnValue_1; Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue; Parms.K2Node_Event_Action = K2Node_Event_Action; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1; Parms.CallFunc_ChangeCombatStartLocation_Change = CallFunc_ChangeCombatStartLocation_Change; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_TargetIsValid_Valid = CallFunc_TargetIsValid_Valid; Parms.CallFunc_IsValid_ReturnValue_3 = CallFunc_IsValid_ReturnValue_3; Parms.CallFunc_GetSelfPalBlackBoard_PalBB = CallFunc_GetSelfPalBlackBoard_PalBB; Parms.CallFunc_GetSelfPalBlackBoard_PalBB_1 = CallFunc_GetSelfPalBlackBoard_PalBB_1; Parms.CallFunc_IsValid_ReturnValue_4 = CallFunc_IsValid_ReturnValue_4; Parms.CallFunc_IsValid_ReturnValue_5 = CallFunc_IsValid_ReturnValue_5; Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1; Parms.K2Node_VariableSet_tempDeltaSecond_ImplicitCast = K2Node_VariableSet_tempDeltaSecond_ImplicitCast; Parms.CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast = CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast; Parms.CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast_1 = CallFunc_GeneralTurnToActor_DeltaTime_ImplicitCast_1; UObject::ProcessEvent(Func, &Parms); } }