#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x25 (0x540 - 0x51B) // BlueprintGeneratedClass BP_MonsterAIController_Wild.BP_MonsterAIController_Wild_C class ABP_MonsterAIController_Wild_C : public ABP_MonsterAIControllerBase_C { public: uint8 Pad_2D76[0x5]; // Fixing Size After Last Property [ Dumper-7 ] struct FPointerToUberGraphFrame UberGraphFrame; // 0x520(0x8)(ZeroConstructor, Transient, DuplicateTransient) class UPalAISensorComponent* PalAISensor; // 0x528(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) FMulticastInlineDelegateProperty_ BattleStartEvent; // 0x530(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) static class UClass* StaticClass(); static class ABP_MonsterAIController_Wild_C* GetDefaultObj(); void GetMyBB(class UBP_PalAIBlackboard_Common_C** PalBrackboard, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess); void GetLeaderBB(class UBP_PalAIBlackboard_Common_C** LeaderPalBrackboard, class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess); void IsSleeping(bool* Sleep, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue); void ForceEscaleStartForOutside(class AActor* StartFriend, class AActor* Enemy, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPawnAction* CallFunc_GetCurrentAction_BP_ReturnValue, bool CallFunc_IsBossPal_Database_ReturnValue, class UBP_AIAction_WildLife_C* K2Node_DynamicCast_AsBP_AIAction_Wild_Life, bool K2Node_DynamicCast_bSuccess, double CallFunc_RandomFloatInRange_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue_2, double CallFunc_Vector_Distance_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue_2, double CallFunc_FClamp_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, double CallFunc_Divide_DoubleDouble_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, bool CallFunc_IsSleeping_Sleep, const struct FVector& CallFunc_MakeVector_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue); void SetupSleepTime(double CallFunc_RandomFloatInRange_ReturnValue, double CallFunc_RandomFloatInRange_ReturnValue_1, class UPalGameSetting* CallFunc_GetGameSetting_ReturnValue, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard, bool K2Node_DynamicCast_bSuccess, double CallFunc_Conv_IntToDouble_ReturnValue, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, double CallFunc_Add_DoubleDouble_ReturnValue, double CallFunc_Conv_IntToDouble_ReturnValue_1, double CallFunc_Add_DoubleDouble_ReturnValue_1); void ForceBattleStartToTarget(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue); void PerformanceSetup(class APawn* Pawn); void SetSpawndInfo(const struct FVector& SpawnerLoc, double ReturnRadius, double WalkRadius, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard, bool K2Node_DynamicCast_bSuccess, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard); void DebugBattleStartInternal(class AActor* Player, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue); void ReturnToTerritory(class UPalAIActionComponent* K2Node_DynamicCast_AsPal_AIAction_Component, bool K2Node_DynamicCast_bSuccess, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue); void ForceBattleStartForOutside(class AActor* StartPalActor, bool CallFunc_IsSleeping_Sleep, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class AActor* CallFunc_CopyTargetFromOtherAI_ReturnValue, double CallFunc_RandomFloatInRange_ReturnValue, bool CallFunc_IsValid_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, double CallFunc_Vector_Distance_ReturnValue, double CallFunc_FClamp_ReturnValue, double CallFunc_Divide_DoubleDouble_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, const struct FVector& CallFunc_MakeVector_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue); void OnDeadDelegate______0(const struct FPalDeadInfo& DeadInfo); void _________1(class APalCharacter* InCharacter); void GoBack_Teritory(); void ReceiveEndPlay(enum class EEndPlayReason EndPlayReason); void DebugBattleStart(class AActor* Player); void SetupBySpawner(); void ReceivePossess(class APawn* PossessedPawn); void ExecuteUbergraph_BP_MonsterAIController_Wild(int32 EntryPoint, class APawn* K2Node_Event_PossessedPawn, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, const struct FPalDeadInfo& K2Node_CustomEvent_DeadInfo, class APawn* CallFunc_K2_GetPawn_ReturnValue_2, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class APalCharacter* K2Node_CustomEvent_InCharacter, class UPalCharacterOnCompleteInitializeParameterWrapper* CallFunc_GetOnCompleteInitializeParameterDelegate_ReturnValue, bool CallFunc_GetIsSquadBehaviour_ReturnValue, class UPalSquad* CallFunc_GetSquad_ReturnValue, enum class EEndPlayReason K2Node_Event_EndPlayReason, bool CallFunc_GetIsSquadBehaviour_ReturnValue_1, class UPalSquad* CallFunc_GetSquad_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class AActor* K2Node_Event_Player, TScriptInterface K2Node_DynamicCast_AsBPI_Get_Pal_AIBlackboard, bool K2Node_DynamicCast_bSuccess_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, class APawn* CallFunc_K2_GetPawn_ReturnValue_3, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue_4, class APawn* CallFunc_K2_GetPawn_ReturnValue_5, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalSquad* CallFunc_GetSquad_ReturnValue_2, bool CallFunc_IsRarePal_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_3, class UPalSquad* CallFunc_GetSquad_ReturnValue_3); void BattleStartEvent__DelegateSignature(class AActor* StartPalActor); }; }