PalWorld-NetCrack/SDK/BP_AIAction_CanCombatBase_functions.cpp
2024-01-22 14:43:11 +08:00

868 lines
64 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C
// (None)
class UClass* UBP_AIAction_CanCombatBase_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_CanCombatBase_C");
return Clss;
}
// BP_AIAction_CanCombatBase_C BP_AIAction_CanCombatBase.Default__BP_AIAction_CanCombatBase_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_CanCombatBase_C* UBP_AIAction_CanCombatBase_C::GetDefaultObj()
{
static class UBP_AIAction_CanCombatBase_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_CanCombatBase_C*>(UBP_AIAction_CanCombatBase_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SelfMoveToLocation
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector Goal (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPathFollowingRequestResultCallFunc_MoveToLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SelfMoveToLocation(const struct FVector& Goal, class APalAIController* CallFunc_GetPalAIController_ReturnValue, enum class EPathFollowingRequestResult CallFunc_MoveToLocation_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SelfMoveToLocation");
Params::UBP_AIAction_CanCombatBase_C_SelfMoveToLocation_Params Parms{};
Parms.Goal = Goal;
Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue;
Parms.CallFunc_MoveToLocation_ReturnValue = CallFunc_MoveToLocation_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.IsLeader
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool Leader (Parm, OutParm, ZeroConstructor, IsPlainOldData, 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_IsLeader_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::IsLeader(bool* Leader, class AController* CallFunc_GetController_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsLeader_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "IsLeader");
Params::UBP_AIAction_CanCombatBase_C_IsLeader_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_IsLeader_ReturnValue = CallFunc_IsLeader_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Leader != nullptr)
*Leader = Parms.Leader;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.OnSquadMemberDeadEvent
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDeadInfo DeadInbfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// TArray<class APalCharacter*> KillerList (Edit, BlueprintVisible, DisableEditOnTemplate)
// class AActor* TempKiller (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_EqualEqual_ObjectObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsInSightKillerAndDeadBody_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo, const TArray<class APalCharacter*>& KillerList, class AActor* TempKiller, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_3, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsInSightKillerAndDeadBody_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "OnSquadMemberDeadEvent");
Params::UBP_AIAction_CanCombatBase_C_OnSquadMemberDeadEvent_Params Parms{};
Parms.DeadInbfo = DeadInbfo;
Parms.KillerList = KillerList;
Parms.TempKiller = TempKiller;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_EqualEqual_ObjectObject_ReturnValue = CallFunc_EqualEqual_ObjectObject_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1;
Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue;
Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue;
Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter;
Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue;
Parms.CallFunc_GetMyPalBlackboard_ReturnValue = CallFunc_GetMyPalBlackboard_ReturnValue;
Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess;
Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.CallFunc_IsInSightKillerAndDeadBody_ReturnValue = CallFunc_IsInSightKillerAndDeadBody_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartFriendlyLookatMode
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::StartFriendlyLookatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartFriendlyLookatMode");
Params::UBP_AIAction_CanCombatBase_C_StartFriendlyLookatMode_Params Parms{};
Parms.TargetActor = TargetActor;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetLeaderPalBrackBoard
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_PalAIBlackboard_Common_C*BB (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::GetLeaderPalBrackBoard(class UBP_PalAIBlackboard_Common_C** BB, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetLeaderPalBrackBoard");
Params::UBP_AIAction_CanCombatBase_C_GetLeaderPalBrackBoard_Params Parms{};
Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue;
Parms.CallFunc_GetLeaderPalBlackboard_ReturnValue = CallFunc_GetLeaderPalBlackboard_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
UObject::ProcessEvent(Func, &Parms);
if (BB != nullptr)
*BB = Parms.BB;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.Fun_Damage_AIResponse
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class APalCharacter* TempTargetActor (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> AttackerList (Edit, BlueprintVisible, DisableEditOnTemplate)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (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)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, 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_CanCombatBase_C::Fun_Damage_AIResponse(const struct FPalDamageResult& DamageResult, class APalCharacter* TempTargetActor, const TArray<class APalCharacter*>& AttackerList, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue, bool CallFunc_IsValid_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, int32 CallFunc_Array_Add_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_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_CanCombatBase_C", "Fun_Damage_AIResponse");
Params::UBP_AIAction_CanCombatBase_C_Fun_Damage_AIResponse_Params Parms{};
Parms.DamageResult = DamageResult;
Parms.TempTargetActor = TempTargetActor;
Parms.AttackerList = AttackerList;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
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_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue;
Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue;
Parms.CallFunc_Array_Add_ReturnValue_1 = CallFunc_Array_Add_ReturnValue_1;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_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_CanCombatBase.BP_AIAction_CanCombatBase_C.SearchDeadEdibleBody
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters (ReferenceParm)
// class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SearchDeadEdibleBody(bool* ChangeNextAction, class AActor* TempTarget, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, TArray<class APalCharacter*>& CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters, class APalCharacter* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SearchDeadEdibleBody");
Params::UBP_AIAction_CanCombatBase_C_SearchDeadEdibleBody_Params Parms{};
Parms.TempTarget = TempTarget;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters = CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (ChangeNextAction != nullptr)
*ChangeNextAction = Parms.ChangeNextAction;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightCheckAndResponse
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// enum class EPalAIResponseType Current (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate)
// class AActor* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_SightCheck_Target (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType CallFunc_SightCheck_ResponseType (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SightResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SightCheckAndResponse(enum class EPalAIResponseType Current, bool OverrideIsDamage, bool* ChangeNextAction, const TArray<class APalCharacter*>& TempTargetList, class AActor* TempTarget, class AActor* CallFunc_SightCheck_Target, enum class EPalAIResponseType CallFunc_SightCheck_ResponseType, bool CallFunc_SightResponse_ChangeNextAction)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightCheckAndResponse");
Params::UBP_AIAction_CanCombatBase_C_SightCheckAndResponse_Params Parms{};
Parms.Current = Current;
Parms.OverrideIsDamage = OverrideIsDamage;
Parms.TempTargetList = TempTargetList;
Parms.TempTarget = TempTarget;
Parms.CallFunc_SightCheck_Target = CallFunc_SightCheck_Target;
Parms.CallFunc_SightCheck_ResponseType = CallFunc_SightCheck_ResponseType;
Parms.CallFunc_SightResponse_ChangeNextAction = CallFunc_SightResponse_ChangeNextAction;
UObject::ProcessEvent(Func, &Parms);
if (ChangeNextAction != nullptr)
*ChangeNextAction = Parms.ChangeNextAction;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightResponse
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType ResponseType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SightResponse(class AActor* Target, enum class EPalAIResponseType ResponseType, bool* ChangeNextAction, bool K2Node_SwitchEnum_CmpSuccess)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightResponse");
Params::UBP_AIAction_CanCombatBase_C_SightResponse_Params Parms{};
Parms.Target = Target;
Parms.ResponseType = ResponseType;
Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess;
UObject::ProcessEvent(Func, &Parms);
if (ChangeNextAction != nullptr)
*ChangeNextAction = Parms.ChangeNextAction;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SightCheck
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// enum class EPalAIResponseType CurrentState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Target (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType ResponseType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate)
// TArray<class APalCharacter*> CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm)
// TArray<class APalCharacter*> CallFunc_SightCheckAllAliveNPC_InSightCharacters (ReferenceParm)
// class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsDisableEnemyEyeSight_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SightCheck(enum class EPalAIResponseType CurrentState, bool OverrideIsDamage, class AActor** Target, enum class EPalAIResponseType* ResponseType, const TArray<class APalCharacter*>& TempTargetList, TArray<class APalCharacter*>& CallFunc_SightCheckAllPlayer_InSightPlayers, TArray<class APalCharacter*>& CallFunc_SightCheckAllAliveNPC_InSightCharacters, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue, bool CallFunc_IsDisableEnemyEyeSight_ReturnValue, bool CallFunc_IsValid_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SightCheck");
Params::UBP_AIAction_CanCombatBase_C_SightCheck_Params Parms{};
Parms.CurrentState = CurrentState;
Parms.OverrideIsDamage = OverrideIsDamage;
Parms.TempTargetList = TempTargetList;
Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers;
Parms.CallFunc_SightCheckAllAliveNPC_InSightCharacters = CallFunc_SightCheckAllAliveNPC_InSightCharacters;
Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter;
Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue;
Parms.CallFunc_GetPalCheatManager_ReturnValue = CallFunc_GetPalCheatManager_ReturnValue;
Parms.CallFunc_IsDisableEnemyEyeSight_ReturnValue = CallFunc_IsDisableEnemyEyeSight_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Target != nullptr)
*Target = Parms.Target;
if (ResponseType != nullptr)
*ResponseType = Parms.ResponseType;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetLeader
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class APalCharacter* Leader (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSquadLeader_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::GetLeader(class APalCharacter** Leader, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_GetSquadLeader_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetLeader");
Params::UBP_AIAction_CanCombatBase_C_GetLeader_Params Parms{};
Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue;
Parms.CallFunc_GetSquadLeader_ReturnValue = CallFunc_GetSquadLeader_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
if (Leader != nullptr)
*Leader = Parms.Leader;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.GetSelfPalBlackBoard
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_PalAIBlackboard_Common_C*PalBlackBoard (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* CallFunc_GetPalAIController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::GetSelfPalBlackBoard(class UBP_PalAIBlackboard_Common_C** PalBlackBoard, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "GetSelfPalBlackBoard");
Params::UBP_AIAction_CanCombatBase_C_GetSelfPalBlackBoard_Params Parms{};
Parms.CallFunc_GetPalAIController_ReturnValue = CallFunc_GetPalAIController_ReturnValue;
Parms.CallFunc_GetMyPalBlackboard_ReturnValue = CallFunc_GetMyPalBlackboard_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common = K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
UObject::ProcessEvent(Func, &Parms);
if (PalBlackBoard != nullptr)
*PalBlackBoard = Parms.PalBlackBoard;
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.SoundEvent
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::SoundEvent(const struct FVector& EmitLocation)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "SoundEvent");
Params::UBP_AIAction_CanCombatBase_C_SoundEvent_Params Parms{};
Parms.EmitLocation = EmitLocation;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.DamageEventToCombatMode
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::DamageEventToCombatMode(const struct FPalDamageResult& DamageResult, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "DamageEventToCombatMode");
Params::UBP_AIAction_CanCombatBase_C_DamageEventToCombatMode_Params Parms{};
Parms.DamageResult = DamageResult;
Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue = CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue;
Parms.CallFunc_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue;
Parms.CallFunc_GetBattleManager_ReturnValue_1 = CallFunc_GetBattleManager_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartEscapeMode
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::StartEscapeMode(class AActor* TargetActor, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartEscapeMode");
Params::UBP_AIAction_CanCombatBase_C_StartEscapeMode_Params Parms{};
Parms.TargetActor = TargetActor;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartWarningMode
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector AttentionLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::StartWarningMode(const struct FVector& AttentionLocation, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartWarningMode");
Params::UBP_AIAction_CanCombatBase_C_StartWarningMode_Params Parms{};
Parms.AttentionLocation = AttentionLocation;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.StartCombatMode
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, 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)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* K2Node_DynamicCast_AsPal_AIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalStaticCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::StartCombatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_2, class AController* CallFunc_GetController_ReturnValue_3, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "StartCombatMode");
Params::UBP_AIAction_CanCombatBase_C_StartCombatMode_Params Parms{};
Parms.TargetActor = TargetActor;
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_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue = CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.K2Node_DynamicCast_AsPal_AIController_1 = K2Node_DynamicCast_AsPal_AIController_1;
Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2;
Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionResume
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::ActionResume(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionResume");
Params::UBP_AIAction_CanCombatBase_C_ActionResume_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionStart
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::ActionStart(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionStart");
Params::UBP_AIAction_CanCombatBase_C_ActionStart_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionPause
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::ActionPause(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionPause");
Params::UBP_AIAction_CanCombatBase_C_ActionPause_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_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_CanCombatBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionFinished");
Params::UBP_AIAction_CanCombatBase_C_ActionFinished_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.WithResult = WithResult;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ActionAbort
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::ActionAbort(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ActionAbort");
Params::UBP_AIAction_CanCombatBase_C_ActionAbort_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C.ExecuteUbergraph_BP_AIAction_CanCombatBase
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPawnActionResult K2Node_Event_WithResult (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 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue_2 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_GetIsSquadBehaviour_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalSquad* CallFunc_GetSquad_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* K2Node_DynamicCast_AsPal_AIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_GetIsSquadBehaviour_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalSquad* CallFunc_GetSquad_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_3 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_4 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_CanCombatBase_C::ExecuteUbergraph_BP_AIAction_CanCombatBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn, class APawn* K2Node_Event_ControlledPawn_3, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_2, class APawn* K2Node_Event_ControlledPawn_1, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_3, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_GetIsSquadBehaviour_ReturnValue, class UPalSquad* CallFunc_GetSquad_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class AController* CallFunc_GetController_ReturnValue_4, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_5, bool CallFunc_GetIsSquadBehaviour_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, class UPalSquad* CallFunc_GetSquad_ReturnValue_1, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_IsValid_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_6, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_4)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_CanCombatBase_C", "ExecuteUbergraph_BP_AIAction_CanCombatBase");
Params::UBP_AIAction_CanCombatBase_C_ExecuteUbergraph_BP_AIAction_CanCombatBase_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3;
Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate;
Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2;
Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1;
Parms.K2Node_Event_WithResult = K2Node_Event_WithResult;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1;
Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3;
Parms.CallFunc_GetComponentByClass_ReturnValue_2 = CallFunc_GetComponentByClass_ReturnValue_2;
Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetIsSquadBehaviour_ReturnValue = CallFunc_GetIsSquadBehaviour_ReturnValue;
Parms.CallFunc_GetSquad_ReturnValue = CallFunc_GetSquad_ReturnValue;
Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2;
Parms.CallFunc_GetController_ReturnValue_4 = CallFunc_GetController_ReturnValue_4;
Parms.K2Node_DynamicCast_AsPal_AIController_1 = K2Node_DynamicCast_AsPal_AIController_1;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_GetController_ReturnValue_5 = CallFunc_GetController_ReturnValue_5;
Parms.CallFunc_GetIsSquadBehaviour_ReturnValue_1 = CallFunc_GetIsSquadBehaviour_ReturnValue_1;
Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1;
Parms.CallFunc_GetSquad_ReturnValue_1 = CallFunc_GetSquad_ReturnValue_1;
Parms.CallFunc_GetComponentByClass_ReturnValue_3 = CallFunc_GetComponentByClass_ReturnValue_3;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.CallFunc_GetController_ReturnValue_6 = CallFunc_GetController_ReturnValue_6;
Parms.CallFunc_GetComponentByClass_ReturnValue_4 = CallFunc_GetComponentByClass_ReturnValue_4;
UObject::ProcessEvent(Func, &Parms);
}
}