#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C // (None) class UClass* UBP_AIAction_NPC_CombatBase_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_NPC_CombatBase_C"); return Clss; } // BP_AIAction_NPC_CombatBase_C BP_AIAction_NPC_CombatBase.Default__BP_AIAction_NPC_CombatBase_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_NPC_CombatBase_C* UBP_AIAction_NPC_CombatBase_C::GetDefaultObj() { static class UBP_AIAction_NPC_CombatBase_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_NPC_CombatBase_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.IsEndCurrentState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool IsEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalStateMachineStateBase* CallFunc_GetCurrentState_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AINPC_CombatState_Base_C*K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsEndSelfState_IsEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::IsEndCurrentState(bool* IsEnd, class UPalStateMachineStateBase* CallFunc_GetCurrentState_ReturnValue, class UBP_AINPC_CombatState_Base_C* K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsEndSelfState_IsEnd) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "IsEndCurrentState"); Params::UBP_AIAction_NPC_CombatBase_C_IsEndCurrentState_Params Parms{}; Parms.CallFunc_GetCurrentState_ReturnValue = CallFunc_GetCurrentState_ReturnValue; Parms.K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base = K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_IsEndSelfState_IsEnd = CallFunc_IsEndSelfState_IsEnd; UObject::ProcessEvent(Func, &Parms); if (IsEnd != nullptr) *IsEnd = Parms.IsEnd; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.FindTargetNearPoint // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray PointList (Parm, OutParm) // TArray Const_SerchVector (Edit, BlueprintVisible) // double Const_PerDistance (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector TagetToSelfRight (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector TargetToSelfZ0Normal (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector TargetPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector SelfPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray Result (Edit, BlueprintVisible) // TArray K2Node_MakeArray_Array (ReferenceParm) // int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue_1 (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_Conv_IntToDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Conv_DoubleToVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Multiply_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Conv_DoubleToVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Conv_DoubleToVector_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LessEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorVector_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Cross_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Vector_Normal2D_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::FindTargetNearPoint(TArray* PointList, const TArray& Const_SerchVector, double Const_PerDistance, const struct FVector& TagetToSelfRight, const struct FVector& TargetToSelfZ0Normal, const struct FVector& TargetPos, const struct FVector& SelfPos, const TArray& Result, TArray& K2Node_MakeArray_Array, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, int32 Temp_int_Variable, const struct FVector& CallFunc_Array_Get_Item, int32 CallFunc_Add_IntInt_ReturnValue_1, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, double CallFunc_Conv_IntToDouble_ReturnValue, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue, double CallFunc_Multiply_DoubleDouble_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue_1, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue_2, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue_1, bool CallFunc_LessEqual_IntInt_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue_2, int32 CallFunc_Add_IntInt_ReturnValue_2, const struct FVector& CallFunc_Add_VectorVector_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, const struct FVector& CallFunc_Cross_VectorVector_ReturnValue, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetCharacter_ReturnValue, const struct FVector& CallFunc_Vector_Normal2D_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, bool CallFunc_IsValid_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "FindTargetNearPoint"); Params::UBP_AIAction_NPC_CombatBase_C_FindTargetNearPoint_Params Parms{}; Parms.Const_SerchVector = Const_SerchVector; Parms.Const_PerDistance = Const_PerDistance; Parms.TagetToSelfRight = TagetToSelfRight; Parms.TargetToSelfZ0Normal = TargetToSelfZ0Normal; Parms.TargetPos = TargetPos; Parms.SelfPos = SelfPos; Parms.Result = Result; Parms.K2Node_MakeArray_Array = K2Node_MakeArray_Array; Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable; Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue; Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable; Parms.Temp_int_Variable = Temp_int_Variable; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Add_IntInt_ReturnValue_1 = CallFunc_Add_IntInt_ReturnValue_1; Parms.CallFunc_BreakVector_X = CallFunc_BreakVector_X; Parms.CallFunc_BreakVector_Y = CallFunc_BreakVector_Y; Parms.CallFunc_BreakVector_Z = CallFunc_BreakVector_Z; Parms.CallFunc_Conv_IntToDouble_ReturnValue = CallFunc_Conv_IntToDouble_ReturnValue; Parms.CallFunc_Conv_DoubleToVector_ReturnValue = CallFunc_Conv_DoubleToVector_ReturnValue; Parms.CallFunc_Multiply_DoubleDouble_ReturnValue = CallFunc_Multiply_DoubleDouble_ReturnValue; Parms.CallFunc_Multiply_VectorVector_ReturnValue = CallFunc_Multiply_VectorVector_ReturnValue; Parms.CallFunc_Conv_DoubleToVector_ReturnValue_1 = CallFunc_Conv_DoubleToVector_ReturnValue_1; Parms.CallFunc_Conv_DoubleToVector_ReturnValue_2 = CallFunc_Conv_DoubleToVector_ReturnValue_2; Parms.CallFunc_Multiply_VectorVector_ReturnValue_1 = CallFunc_Multiply_VectorVector_ReturnValue_1; Parms.CallFunc_LessEqual_IntInt_ReturnValue = CallFunc_LessEqual_IntInt_ReturnValue; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_Multiply_VectorVector_ReturnValue_2 = CallFunc_Multiply_VectorVector_ReturnValue_2; Parms.CallFunc_Add_IntInt_ReturnValue_2 = CallFunc_Add_IntInt_ReturnValue_2; Parms.CallFunc_Add_VectorVector_ReturnValue_1 = CallFunc_Add_VectorVector_ReturnValue_1; Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue; Parms.CallFunc_Cross_VectorVector_ReturnValue = CallFunc_Cross_VectorVector_ReturnValue; Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue; Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue; Parms.CallFunc_Vector_Normal2D_ReturnValue = CallFunc_Vector_Normal2D_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (PointList != nullptr) *PointList = std::move(Parms.PointList); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetWeaponHandleRef // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalNPCAIWeaponHandle* WeaponHandle (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::GetWeaponHandleRef(class UPalNPCAIWeaponHandle** WeaponHandle, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetWeaponHandleRef"); Params::UBP_AIAction_NPC_CombatBase_C_GetWeaponHandleRef_Params Parms{}; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; UObject::ProcessEvent(Func, &Parms); if (WeaponHandle != nullptr) *WeaponHandle = Parms.WeaponHandle; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.LineTraceTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool HitToTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::LineTraceTarget(bool* HitToTarget, bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "LineTraceTarget"); Params::UBP_AIAction_NPC_CombatBase_C_LineTraceTarget_Params Parms{}; Parms.CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue = CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (HitToTarget != nullptr) *HitToTarget = Parms.HitToTarget; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.AddCombatState // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* Class (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalStateMachineStateBase_BlueprintBase*CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::AddCombatState(class UClass* Class, class UPalStateMachineStateBase_BlueprintBase* CallFunc_SpawnObject_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "AddCombatState"); Params::UBP_AIAction_NPC_CombatBase_C_AddCombatState_Params Parms{}; Parms.Class = Class; Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetMovementComponentRef // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalCharacterMovementComponent*Movement (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetPalCharacterMovementComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::GetMovementComponentRef(class UPalCharacterMovementComponent** Movement, class UPalCharacterMovementComponent* CallFunc_GetPalCharacterMovementComponent_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetMovementComponentRef"); Params::UBP_AIAction_NPC_CombatBase_C_GetMovementComponentRef_Params Parms{}; Parms.CallFunc_GetPalCharacterMovementComponent_ReturnValue = CallFunc_GetPalCharacterMovementComponent_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Movement != nullptr) *Movement = Parms.Movement; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetBodyActionComponentRef // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalActionComponent* ActionComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::GetBodyActionComponentRef(class UPalActionComponent** ActionComp, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetBodyActionComponentRef"); Params::UBP_AIAction_NPC_CombatBase_C_GetBodyActionComponentRef_Params Parms{}; 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); if (ActionComp != nullptr) *ActionComp = Parms.ActionComp; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.IsNearTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IgnoreHeight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_IsNearTwoActor_distance_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::IsNearTarget(double Distance, bool IgnoreHeight, bool* Near, bool CallFunc_IsNearTwoActor_ReturnValue, float CallFunc_IsNearTwoActor_distance_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "IsNearTarget"); Params::UBP_AIAction_NPC_CombatBase_C_IsNearTarget_Params Parms{}; Parms.Distance = Distance; Parms.IgnoreHeight = IgnoreHeight; Parms.CallFunc_IsNearTwoActor_ReturnValue = CallFunc_IsNearTwoActor_ReturnValue; Parms.CallFunc_IsNearTwoActor_distance_ImplicitCast = CallFunc_IsNearTwoActor_distance_ImplicitCast; UObject::ProcessEvent(Func, &Parms); if (Near != nullptr) *Near = Parms.Near; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TargetChange // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* CallFunc_GetTargetActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::TargetChange(class AActor* CallFunc_GetTargetActor_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TargetChange"); Params::UBP_AIAction_NPC_CombatBase_C_TargetChange_Params Parms{}; Parms.CallFunc_GetTargetActor_ReturnValue = CallFunc_GetTargetActor_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.MoveToTarget // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsNearTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector GoalPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray CheckPointList (Edit, BlueprintVisible) // int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetCharacter_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_FindNearestNavmeshPointFromSelf_OutLocation (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsOnNavMesh_TargetLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_PalAIMoveToTargetLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_7 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsOnNavMesh_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray Temp_object_Variable (ConstParm, ReferenceParm) // struct FVector CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_FindTargetNearPoint_PointList (ReferenceParm) // struct FHitResult CallFunc_LineTraceSingle_OutHit (IsPlainOldData, NoDestructor, ContainsInstancedReference) // bool CallFunc_LineTraceSingle_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BreakHitResult_bBlockingHit (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_BreakHitResult_bInitialOverlap (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_BreakHitResult_Time (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_BreakHitResult_Distance (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_Location (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_ImpactPoint (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_Normal (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_ImpactNormal (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPhysicalMaterial* CallFunc_BreakHitResult_PhysMat (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_BreakHitResult_HitActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPrimitiveComponent* CallFunc_BreakHitResult_HitComponent (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class FName CallFunc_BreakHitResult_HitBoneName (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName CallFunc_BreakHitResult_BoneName (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_BreakHitResult_HitItem (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_BreakHitResult_ElementIndex (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_BreakHitResult_FaceIndex (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_TraceStart (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_BreakHitResult_TraceEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_PalAIMoveToTargetActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::MoveToTarget(bool* IsNearTarget, const struct FVector& GoalPos, const TArray& CheckPointList, int32 Temp_int_Array_Index_Variable, class APalCharacter* CallFunc_GetCharacter_ReturnValue, bool CallFunc_IsNearTwoActor_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class APalCharacter* CallFunc_GetCharacter_ReturnValue_1, const struct FVector& CallFunc_FindNearestNavmeshPointFromSelf_OutLocation, bool CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, bool CallFunc_IsNearTwoPoint_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, bool CallFunc_IsOnNavMesh_TargetLocation_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_3, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_4, bool CallFunc_PalAIMoveToTargetLocation_ReturnValue, bool CallFunc_IsValid_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_5, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_6, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_7, bool CallFunc_IsOnNavMesh_ReturnValue, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, TArray& Temp_object_Variable, const struct FVector& CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue_1, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, TArray& CallFunc_FindTargetNearPoint_PointList, const struct FHitResult& CallFunc_LineTraceSingle_OutHit, bool CallFunc_LineTraceSingle_ReturnValue, bool CallFunc_BreakHitResult_bBlockingHit, bool CallFunc_BreakHitResult_bInitialOverlap, float CallFunc_BreakHitResult_Time, float CallFunc_BreakHitResult_Distance, const struct FVector& CallFunc_BreakHitResult_Location, const struct FVector& CallFunc_BreakHitResult_ImpactPoint, const struct FVector& CallFunc_BreakHitResult_Normal, const struct FVector& CallFunc_BreakHitResult_ImpactNormal, class UPhysicalMaterial* CallFunc_BreakHitResult_PhysMat, class AActor* CallFunc_BreakHitResult_HitActor, class UPrimitiveComponent* CallFunc_BreakHitResult_HitComponent, class FName CallFunc_BreakHitResult_HitBoneName, class FName CallFunc_BreakHitResult_BoneName, int32 CallFunc_BreakHitResult_HitItem, int32 CallFunc_BreakHitResult_ElementIndex, int32 CallFunc_BreakHitResult_FaceIndex, const struct FVector& CallFunc_BreakHitResult_TraceStart, const struct FVector& CallFunc_BreakHitResult_TraceEnd, int32 Temp_int_Loop_Counter_Variable, bool CallFunc_Less_IntInt_ReturnValue, int32 CallFunc_Add_IntInt_ReturnValue, bool CallFunc_PalAIMoveToTargetActor_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "MoveToTarget"); Params::UBP_AIAction_NPC_CombatBase_C_MoveToTarget_Params Parms{}; Parms.GoalPos = GoalPos; Parms.CheckPointList = CheckPointList; Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable; Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue; Parms.CallFunc_IsNearTwoActor_ReturnValue = CallFunc_IsNearTwoActor_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_GetCharacter_ReturnValue_1 = CallFunc_GetCharacter_ReturnValue_1; Parms.CallFunc_FindNearestNavmeshPointFromSelf_OutLocation = CallFunc_FindNearestNavmeshPointFromSelf_OutLocation; Parms.CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue = CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2; Parms.CallFunc_IsOnNavMesh_TargetLocation_ReturnValue = CallFunc_IsOnNavMesh_TargetLocation_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon_3 = CallFunc_GetControllerRef_NPCAICon_3; Parms.CallFunc_GetControllerRef_NPCAICon_4 = CallFunc_GetControllerRef_NPCAICon_4; Parms.CallFunc_PalAIMoveToTargetLocation_ReturnValue = CallFunc_PalAIMoveToTargetLocation_ReturnValue; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon_5 = CallFunc_GetControllerRef_NPCAICon_5; Parms.CallFunc_GetControllerRef_NPCAICon_6 = CallFunc_GetControllerRef_NPCAICon_6; Parms.CallFunc_GetControllerRef_NPCAICon_7 = CallFunc_GetControllerRef_NPCAICon_7; Parms.CallFunc_IsOnNavMesh_ReturnValue = CallFunc_IsOnNavMesh_ReturnValue; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_EqualEqual_IntInt_ReturnValue = CallFunc_EqualEqual_IntInt_ReturnValue; Parms.Temp_object_Variable = Temp_object_Variable; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Length_ReturnValue_1 = CallFunc_Array_Length_ReturnValue_1; Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_FindTargetNearPoint_PointList = CallFunc_FindTargetNearPoint_PointList; Parms.CallFunc_LineTraceSingle_OutHit = CallFunc_LineTraceSingle_OutHit; Parms.CallFunc_LineTraceSingle_ReturnValue = CallFunc_LineTraceSingle_ReturnValue; Parms.CallFunc_BreakHitResult_bBlockingHit = CallFunc_BreakHitResult_bBlockingHit; Parms.CallFunc_BreakHitResult_bInitialOverlap = CallFunc_BreakHitResult_bInitialOverlap; Parms.CallFunc_BreakHitResult_Time = CallFunc_BreakHitResult_Time; Parms.CallFunc_BreakHitResult_Distance = CallFunc_BreakHitResult_Distance; Parms.CallFunc_BreakHitResult_Location = CallFunc_BreakHitResult_Location; Parms.CallFunc_BreakHitResult_ImpactPoint = CallFunc_BreakHitResult_ImpactPoint; Parms.CallFunc_BreakHitResult_Normal = CallFunc_BreakHitResult_Normal; Parms.CallFunc_BreakHitResult_ImpactNormal = CallFunc_BreakHitResult_ImpactNormal; Parms.CallFunc_BreakHitResult_PhysMat = CallFunc_BreakHitResult_PhysMat; Parms.CallFunc_BreakHitResult_HitActor = CallFunc_BreakHitResult_HitActor; Parms.CallFunc_BreakHitResult_HitComponent = CallFunc_BreakHitResult_HitComponent; Parms.CallFunc_BreakHitResult_HitBoneName = CallFunc_BreakHitResult_HitBoneName; Parms.CallFunc_BreakHitResult_BoneName = CallFunc_BreakHitResult_BoneName; Parms.CallFunc_BreakHitResult_HitItem = CallFunc_BreakHitResult_HitItem; Parms.CallFunc_BreakHitResult_ElementIndex = CallFunc_BreakHitResult_ElementIndex; Parms.CallFunc_BreakHitResult_FaceIndex = CallFunc_BreakHitResult_FaceIndex; Parms.CallFunc_BreakHitResult_TraceStart = CallFunc_BreakHitResult_TraceStart; Parms.CallFunc_BreakHitResult_TraceEnd = CallFunc_BreakHitResult_TraceEnd; Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable; Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue; Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue; Parms.CallFunc_PalAIMoveToTargetActor_ReturnValue = CallFunc_PalAIMoveToTargetActor_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); if (IsNearTarget != nullptr) *IsNearTarget = Parms.IsNearTarget; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TargetPlayerCameraCheck // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalPlayerCharacter* K2Node_DynamicCast_AsPal_Player_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_InFanShap_PlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::TargetPlayerCameraCheck(bool* AttackAble, bool CallFunc_IsValid_ReturnValue, class APalPlayerCharacter* K2Node_DynamicCast_AsPal_Player_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_InFanShap_PlayerCamera_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TargetPlayerCameraCheck"); Params::UBP_AIAction_NPC_CombatBase_C_TargetPlayerCameraCheck_Params Parms{}; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Player_Character = K2Node_DynamicCast_AsPal_Player_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_InFanShap_PlayerCamera_ReturnValue = CallFunc_InFanShap_PlayerCamera_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (AttackAble != nullptr) *AttackAble = Parms.AttackAble; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.DamageResponseForCombat // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDamageResult DmgResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // TArray AttackerList (Edit, BlueprintVisible, DisableEditOnTemplate) // class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor) // class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (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_NPC_CombatBase_C::DamageResponseForCombat(const struct FPalDamageResult& DmgResult, const TArray& AttackerList, class APalCharacter* CallFunc_Array_Get_Item, bool CallFunc_IsValid_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Greater_IntInt_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, 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_NPC_CombatBase_C", "DamageResponseForCombat"); Params::UBP_AIAction_NPC_CombatBase_C_DamageResponseForCombat_Params Parms{}; Parms.DmgResult = DmgResult; Parms.AttackerList = AttackerList; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter; Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; 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_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.SightCheckAndResponseForCombat // (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, 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_NPC_CombatBase_C::SightCheckAndResponseForCombat(bool* ChangeNextAction, class APalCharacter* TempTarget, 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_NPC_CombatBase_C", "SightCheckAndResponseForCombat"); Params::UBP_AIAction_NPC_CombatBase_C_SightCheckAndResponseForCombat_Params Parms{}; Parms.TempTarget = TempTarget; 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_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetLeaderBB // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_PalAIBlackboard_Common_C*LeaderBB (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetLeaderBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetLeaderBB_LeaderPalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::GetLeaderBB(class UBP_PalAIBlackboard_Common_C** LeaderBB, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, TScriptInterface CallFunc_GetLeaderBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetLeaderBB_LeaderPalBrackboard) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetLeaderBB"); Params::UBP_AIAction_NPC_CombatBase_C_GetLeaderBB_Params Parms{}; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetLeaderBB_self_CastInput = CallFunc_GetLeaderBB_self_CastInput; Parms.CallFunc_GetLeaderBB_LeaderPalBrackboard = CallFunc_GetLeaderBB_LeaderPalBrackboard; UObject::ProcessEvent(Func, &Parms); if (LeaderBB != nullptr) *LeaderBB = Parms.LeaderBB; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ChangeReturnMode // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ChangeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* TempAICon (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetMyBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetMyBB_self_CastInput_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetLeaderBB_LeaderBB (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetMyBB_self_CastInput_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_Less_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_IsNearTwoPoint_distance_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::ChangeReturnMode(bool* ChangeSuccess, class ABP_NPCAIController_C* TempAICon, TScriptInterface CallFunc_GetMyBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, TScriptInterface CallFunc_GetMyBB_self_CastInput_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetLeaderBB_LeaderBB, bool CallFunc_IsValid_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, TScriptInterface CallFunc_GetMyBB_self_CastInput_2, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_2, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, bool CallFunc_Less_DoubleDouble_ReturnValue, bool CallFunc_IsNearTwoPoint_ReturnValue, float CallFunc_IsNearTwoPoint_distance_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ChangeReturnMode"); Params::UBP_AIAction_NPC_CombatBase_C_ChangeReturnMode_Params Parms{}; Parms.TempAICon = TempAICon; Parms.CallFunc_GetMyBB_self_CastInput = CallFunc_GetMyBB_self_CastInput; Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard; Parms.CallFunc_GetMyBB_self_CastInput_1 = CallFunc_GetMyBB_self_CastInput_1; Parms.CallFunc_GetMyBB_PalBrackboard_1 = CallFunc_GetMyBB_PalBrackboard_1; Parms.CallFunc_GetLeaderBB_LeaderBB = CallFunc_GetLeaderBB_LeaderBB; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_GetMyBB_self_CastInput_2 = CallFunc_GetMyBB_self_CastInput_2; Parms.CallFunc_GetMyBB_PalBrackboard_2 = CallFunc_GetMyBB_PalBrackboard_2; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_Less_DoubleDouble_ReturnValue = CallFunc_Less_DoubleDouble_ReturnValue; Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue; Parms.CallFunc_IsNearTwoPoint_distance_ImplicitCast = CallFunc_IsNearTwoPoint_distance_ImplicitCast; UObject::ProcessEvent(Func, &Parms); if (ChangeSuccess != nullptr) *ChangeSuccess = Parms.ChangeSuccess; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetControllerRef // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_NPCAIController_C* NPCAICon (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetControllerRef"); Params::UBP_AIAction_NPC_CombatBase_C_GetControllerRef_Params Parms{}; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; UObject::ProcessEvent(Func, &Parms); if (NPCAICon != nullptr) *NPCAICon = Parms.NPCAICon; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TickFinishCheck // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ActionFinish (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsBattleMode_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_ChangeReturnMode_ChangeSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::TickFinishCheck(bool* ActionFinish, bool CallFunc_IsBattleMode_ReturnValue, bool CallFunc_ChangeReturnMode_ChangeSuccess, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TickFinishCheck"); Params::UBP_AIAction_NPC_CombatBase_C_TickFinishCheck_Params Parms{}; Parms.CallFunc_IsBattleMode_ReturnValue = CallFunc_IsBattleMode_ReturnValue; Parms.CallFunc_ChangeReturnMode_ChangeSuccess = CallFunc_ChangeReturnMode_ChangeSuccess; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); if (ActionFinish != nullptr) *ActionFinish = Parms.ActionFinish; } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionStart // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::ActionStart(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionStart"); Params::UBP_AIAction_NPC_CombatBase_C_ActionStart_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_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_NPC_CombatBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionFinished"); Params::UBP_AIAction_NPC_CombatBase_C_ActionFinished_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.WithResult = WithResult; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionPause // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::ActionPause(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionPause"); Params::UBP_AIAction_NPC_CombatBase_C_ActionPause_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.Event_OnDead // (BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDeadInfo DeadInfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) void UBP_AIAction_NPC_CombatBase_C::Event_OnDead(const struct FPalDeadInfo& DeadInfo) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "Event_OnDead"); Params::UBP_AIAction_NPC_CombatBase_C_Event_OnDead_Params Parms{}; Parms.DeadInfo = DeadInfo; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_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_NPC_CombatBase_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionTick"); Params::UBP_AIAction_NPC_CombatBase_C_ActionTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionAbort // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::ActionAbort(class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionAbort"); Params::UBP_AIAction_NPC_CombatBase_C_ActionAbort_Params Parms{}; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ExecuteUbergraph_BP_AIAction_NPC_CombatBase // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FPalDeadInfo K2Node_CustomEvent_DeadInfo (NoDestructor) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalStateMachine* CallFunc_SpawnObject_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetMyBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceCallFunc_GetMyBB_self_CastInput_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double K2Node_VariableSet_tempDeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_NPC_CombatBase_C::ExecuteUbergraph_BP_AIAction_NPC_CombatBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_3, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn_2, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, bool CallFunc_IsValid_ReturnValue, const struct FPalDeadInfo& K2Node_CustomEvent_DeadInfo, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class APawn* K2Node_Event_ControlledPawn_1, float K2Node_Event_DeltaSeconds, class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue, class UPalStateMachine* CallFunc_SpawnObject_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, TScriptInterface CallFunc_GetMyBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, TScriptInterface CallFunc_GetMyBB_self_CastInput_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_1, double K2Node_VariableSet_tempDeltaTime_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ExecuteUbergraph_BP_AIAction_NPC_CombatBase"); Params::UBP_AIAction_NPC_CombatBase_C_ExecuteUbergraph_BP_AIAction_NPC_CombatBase_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_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.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate; Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3; Parms.K2Node_Event_WithResult = K2Node_Event_WithResult; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1; Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1; Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.K2Node_CustomEvent_DeadInfo = K2Node_CustomEvent_DeadInfo; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue; Parms.CallFunc_SpawnObject_ReturnValue_1 = CallFunc_SpawnObject_ReturnValue_1; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2; Parms.CallFunc_GetMyBB_self_CastInput = CallFunc_GetMyBB_self_CastInput; Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard; Parms.CallFunc_GetMyBB_self_CastInput_1 = CallFunc_GetMyBB_self_CastInput_1; Parms.CallFunc_GetMyBB_PalBrackboard_1 = CallFunc_GetMyBB_PalBrackboard_1; Parms.K2Node_VariableSet_tempDeltaTime_ImplicitCast = K2Node_VariableSet_tempDeltaTime_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }