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https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
32 lines
2.7 KiB
C++
32 lines
2.7 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// CLASSES
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//---------------------------------------------------------------------------------------------------------------------
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// 0x18 (0x180 - 0x168)
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// BlueprintGeneratedClass BP_ActionArchitecture.BP_ActionArchitecture_C
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class UBP_ActionArchitecture_C : public UBP_ActionSimpleMonoMontage_C
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{
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public:
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x168(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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class AActor* HammerActor; // 0x170(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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class FName FlagName; // 0x178(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_ActionArchitecture_C* GetDefaultObj();
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void OnEndAction();
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void OnBeginAction();
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void ExecuteUbergraph_BP_ActionArchitecture(int32 EntryPoint, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APlayerController* K2Node_DynamicCast_AsPlayer_Controller, bool K2Node_DynamicCast_bSuccess, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_1, class UPalGameSetting* CallFunc_GetGameSetting_ReturnValue, class FName CallFunc_DecreaseFullStomachRate_Work_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, const struct FTransform& CallFunc_MakeTransform_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_2, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_3, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class UPalSkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue, class ABP_ArchitectureHammer_C* CallFunc_FinishSpawningActor_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_4, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_5, bool CallFunc_IsValid_ReturnValue_2, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_3, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_6, class AController* CallFunc_GetController_ReturnValue_1, class APlayerController* K2Node_DynamicCast_AsPlayer_Controller_1, bool K2Node_DynamicCast_bSuccess_1);
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};
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}
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