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

33 lines
2.3 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x10 (0x41 - 0x31)
// BlueprintGeneratedClass BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C
class UBP_AINPC_Combat_CommonState_MoveToTarget_C : public UBP_AINPC_CombatState_Base_C
{
public:
uint8 Pad_303E[0x7]; // Fixing Size After Last Property [ Dumper-7 ]
struct FPointerToUberGraphFrame UberGraphFrame; // 0x38(0x8)(ZeroConstructor, Transient, DuplicateTransient)
enum class EPalCharacterMovementCustomMode Sprint; // 0x40(0x1)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
static class UClass* StaticClass();
static class UBP_AINPC_Combat_CommonState_MoveToTarget_C* GetDefaultObj();
void StateEnter();
void StateTick(float DeltaTime);
void StateExit();
void ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget(int32 EntryPoint, float K2Node_Event_DeltaTime, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, bool CallFunc_MoveToTarget_IsNearTarget, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_1, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_2, bool CallFunc_IsMovingOnGround_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4, bool CallFunc_BooleanAND_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_3);
};
}