PalWorld-NetCrack/libs/SDKLibrary/SDK/BP_NPCAIController_Invader_classes.hpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

38 lines
2.1 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x18 (0x570 - 0x558)
// BlueprintGeneratedClass BP_NPCAIController_Invader.BP_NPCAIController_Invader_C
class ABP_NPCAIController_Invader_C : public ABP_NPCAIController_C
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x558(0x8)(ZeroConstructor, Transient, DuplicateTransient)
FMulticastInlineDelegateProperty_ OnInvaderArrivedDelegate; // 0x560(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
static class UClass* StaticClass();
static class ABP_NPCAIController_Invader_C* GetDefaultObj();
void ReturnSpawnedPoint(const struct FVector& ReturnPos, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionComponent* K2Node_DynamicCast_AsPal_AIAction_Component, bool K2Node_DynamicCast_bSuccess, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue);
void StartMarch(const struct FVector& GoalPos, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue_1);
void ForceBattleStartForOutside(class AActor* StartActor);
void StartDefaultAIAction();
void SetAutoDefaultAIAction();
void ReceiveBeginPlay();
void OnInvaderArrived();
void BindOnInvaderArrivedDelegate(FDelegateProperty_ Event);
void ExecuteUbergraph_BP_NPCAIController_Invader(int32 EntryPoint, FDelegateProperty_ K2Node_Event_Event);
void OnInvaderArrivedDelegate__DelegateSignature();
};
}