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

989 lines
78 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C
// (None)
class UClass* UBP_AIAction_NPC_CombatBase_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_NPC_CombatBase_C");
return Clss;
}
// BP_AIAction_NPC_CombatBase_C BP_AIAction_NPC_CombatBase.Default__BP_AIAction_NPC_CombatBase_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_NPC_CombatBase_C* UBP_AIAction_NPC_CombatBase_C::GetDefaultObj()
{
static class UBP_AIAction_NPC_CombatBase_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_NPC_CombatBase_C*>(UBP_AIAction_NPC_CombatBase_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.IsEndCurrentState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool IsEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalStateMachineStateBase* CallFunc_GetCurrentState_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_AINPC_CombatState_Base_C*K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsEndSelfState_IsEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::IsEndCurrentState(bool* IsEnd, class UPalStateMachineStateBase* CallFunc_GetCurrentState_ReturnValue, class UBP_AINPC_CombatState_Base_C* K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsEndSelfState_IsEnd)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "IsEndCurrentState");
Params::UBP_AIAction_NPC_CombatBase_C_IsEndCurrentState_Params Parms{};
Parms.CallFunc_GetCurrentState_ReturnValue = CallFunc_GetCurrentState_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base = K2Node_DynamicCast_AsBP_AINPC_Combat_State_Base;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_IsEndSelfState_IsEnd = CallFunc_IsEndSelfState_IsEnd;
UObject::ProcessEvent(Func, &Parms);
if (IsEnd != nullptr)
*IsEnd = Parms.IsEnd;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.FindTargetNearPoint
// (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<struct FVector> PointList (Parm, OutParm)
// TArray<struct FVector> Const_SerchVector (Edit, BlueprintVisible)
// double Const_PerDistance (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector TagetToSelfRight (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector TargetToSelfZ0Normal (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector TargetPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector SelfPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<struct FVector> Result (Edit, BlueprintVisible)
// TArray<struct FVector> K2Node_MakeArray_Array (ReferenceParm)
// int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_BreakVector_X (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_BreakVector_Y (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_BreakVector_Z (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_Conv_IntToDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Conv_DoubleToVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_Multiply_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Multiply_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Conv_DoubleToVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Conv_DoubleToVector_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Multiply_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_LessEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Multiply_VectorVector_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Add_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Cross_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Vector_Normal2D_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::FindTargetNearPoint(TArray<struct FVector>* PointList, const TArray<struct FVector>& Const_SerchVector, double Const_PerDistance, const struct FVector& TagetToSelfRight, const struct FVector& TargetToSelfZ0Normal, const struct FVector& TargetPos, const struct FVector& SelfPos, const TArray<struct FVector>& Result, TArray<struct FVector>& K2Node_MakeArray_Array, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, int32 Temp_int_Variable, const struct FVector& CallFunc_Array_Get_Item, int32 CallFunc_Add_IntInt_ReturnValue_1, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, double CallFunc_Conv_IntToDouble_ReturnValue, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue, double CallFunc_Multiply_DoubleDouble_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue_1, const struct FVector& CallFunc_Conv_DoubleToVector_ReturnValue_2, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue_1, bool CallFunc_LessEqual_IntInt_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue_2, int32 CallFunc_Add_IntInt_ReturnValue_2, const struct FVector& CallFunc_Add_VectorVector_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, const struct FVector& CallFunc_Cross_VectorVector_ReturnValue, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetCharacter_ReturnValue, const struct FVector& CallFunc_Vector_Normal2D_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, bool CallFunc_IsValid_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "FindTargetNearPoint");
Params::UBP_AIAction_NPC_CombatBase_C_FindTargetNearPoint_Params Parms{};
Parms.Const_SerchVector = Const_SerchVector;
Parms.Const_PerDistance = Const_PerDistance;
Parms.TagetToSelfRight = TagetToSelfRight;
Parms.TargetToSelfZ0Normal = TargetToSelfZ0Normal;
Parms.TargetPos = TargetPos;
Parms.SelfPos = SelfPos;
Parms.Result = Result;
Parms.K2Node_MakeArray_Array = K2Node_MakeArray_Array;
Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable;
Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue;
Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable;
Parms.Temp_int_Variable = Temp_int_Variable;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Add_IntInt_ReturnValue_1 = CallFunc_Add_IntInt_ReturnValue_1;
Parms.CallFunc_BreakVector_X = CallFunc_BreakVector_X;
Parms.CallFunc_BreakVector_Y = CallFunc_BreakVector_Y;
Parms.CallFunc_BreakVector_Z = CallFunc_BreakVector_Z;
Parms.CallFunc_Conv_IntToDouble_ReturnValue = CallFunc_Conv_IntToDouble_ReturnValue;
Parms.CallFunc_Conv_DoubleToVector_ReturnValue = CallFunc_Conv_DoubleToVector_ReturnValue;
Parms.CallFunc_Multiply_DoubleDouble_ReturnValue = CallFunc_Multiply_DoubleDouble_ReturnValue;
Parms.CallFunc_Multiply_VectorVector_ReturnValue = CallFunc_Multiply_VectorVector_ReturnValue;
Parms.CallFunc_Conv_DoubleToVector_ReturnValue_1 = CallFunc_Conv_DoubleToVector_ReturnValue_1;
Parms.CallFunc_Conv_DoubleToVector_ReturnValue_2 = CallFunc_Conv_DoubleToVector_ReturnValue_2;
Parms.CallFunc_Multiply_VectorVector_ReturnValue_1 = CallFunc_Multiply_VectorVector_ReturnValue_1;
Parms.CallFunc_LessEqual_IntInt_ReturnValue = CallFunc_LessEqual_IntInt_ReturnValue;
Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue;
Parms.CallFunc_Multiply_VectorVector_ReturnValue_2 = CallFunc_Multiply_VectorVector_ReturnValue_2;
Parms.CallFunc_Add_IntInt_ReturnValue_2 = CallFunc_Add_IntInt_ReturnValue_2;
Parms.CallFunc_Add_VectorVector_ReturnValue_1 = CallFunc_Add_VectorVector_ReturnValue_1;
Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue;
Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue;
Parms.CallFunc_Cross_VectorVector_ReturnValue = CallFunc_Cross_VectorVector_ReturnValue;
Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue;
Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue;
Parms.CallFunc_Vector_Normal2D_ReturnValue = CallFunc_Vector_Normal2D_ReturnValue;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (PointList != nullptr)
*PointList = std::move(Parms.PointList);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetWeaponHandleRef
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UPalNPCAIWeaponHandle* WeaponHandle (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::GetWeaponHandleRef(class UPalNPCAIWeaponHandle** WeaponHandle, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetWeaponHandleRef");
Params::UBP_AIAction_NPC_CombatBase_C_GetWeaponHandleRef_Params Parms{};
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
UObject::ProcessEvent(Func, &Parms);
if (WeaponHandle != nullptr)
*WeaponHandle = Parms.WeaponHandle;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.LineTraceTarget
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool HitToTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::LineTraceTarget(bool* HitToTarget, bool CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "LineTraceTarget");
Params::UBP_AIAction_NPC_CombatBase_C_LineTraceTarget_Params Parms{};
Parms.CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue = CallFunc_LineTraceToTarget_ForAIAttack_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (HitToTarget != nullptr)
*HitToTarget = Parms.HitToTarget;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.AddCombatState
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass* Class (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalStateMachineStateBase_BlueprintBase*CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::AddCombatState(class UClass* Class, class UPalStateMachineStateBase_BlueprintBase* CallFunc_SpawnObject_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "AddCombatState");
Params::UBP_AIAction_NPC_CombatBase_C_AddCombatState_Params Parms{};
Parms.Class = Class;
Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetMovementComponentRef
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UPalCharacterMovementComponent*Movement (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalCharacterMovementComponent*CallFunc_GetPalCharacterMovementComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::GetMovementComponentRef(class UPalCharacterMovementComponent** Movement, class UPalCharacterMovementComponent* CallFunc_GetPalCharacterMovementComponent_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetMovementComponentRef");
Params::UBP_AIAction_NPC_CombatBase_C_GetMovementComponentRef_Params Parms{};
Parms.CallFunc_GetPalCharacterMovementComponent_ReturnValue = CallFunc_GetPalCharacterMovementComponent_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Movement != nullptr)
*Movement = Parms.Movement;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetBodyActionComponentRef
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UPalActionComponent* ActionComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::GetBodyActionComponentRef(class UPalActionComponent** ActionComp, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetBodyActionComponentRef");
Params::UBP_AIAction_NPC_CombatBase_C_GetBodyActionComponentRef_Params Parms{};
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (ActionComp != nullptr)
*ActionComp = Parms.ActionComp;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.IsNearTarget
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IgnoreHeight (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsNearTwoActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_IsNearTwoActor_distance_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::IsNearTarget(double Distance, bool IgnoreHeight, bool* Near, bool CallFunc_IsNearTwoActor_ReturnValue, float CallFunc_IsNearTwoActor_distance_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "IsNearTarget");
Params::UBP_AIAction_NPC_CombatBase_C_IsNearTarget_Params Parms{};
Parms.Distance = Distance;
Parms.IgnoreHeight = IgnoreHeight;
Parms.CallFunc_IsNearTwoActor_ReturnValue = CallFunc_IsNearTwoActor_ReturnValue;
Parms.CallFunc_IsNearTwoActor_distance_ImplicitCast = CallFunc_IsNearTwoActor_distance_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
if (Near != nullptr)
*Near = Parms.Near;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TargetChange
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* CallFunc_GetTargetActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::TargetChange(class AActor* CallFunc_GetTargetActor_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TargetChange");
Params::UBP_AIAction_NPC_CombatBase_C_TargetChange_Params Parms{};
Parms.CallFunc_GetTargetActor_ReturnValue = CallFunc_GetTargetActor_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.MoveToTarget
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsNearTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector GoalPos (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<struct FVector> CheckPointList (Edit, BlueprintVisible)
// int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetCharacter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsNearTwoActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetCharacter_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_FindNearestNavmeshPointFromSelf_OutLocation (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsOnNavMesh_TargetLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_PalAIMoveToTargetLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_7 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsOnNavMesh_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_EqualEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AActor*> Temp_object_Variable (ConstParm, ReferenceParm)
// struct FVector CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<struct FVector> CallFunc_FindTargetNearPoint_PointList (ReferenceParm)
// struct FHitResult CallFunc_LineTraceSingle_OutHit (IsPlainOldData, NoDestructor, ContainsInstancedReference)
// bool CallFunc_LineTraceSingle_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_BreakHitResult_bBlockingHit (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_BreakHitResult_bInitialOverlap (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_BreakHitResult_Time (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_BreakHitResult_Distance (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_Location (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_ImpactPoint (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_Normal (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_ImpactNormal (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPhysicalMaterial* CallFunc_BreakHitResult_PhysMat (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_BreakHitResult_HitActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPrimitiveComponent* CallFunc_BreakHitResult_HitComponent (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class FName CallFunc_BreakHitResult_HitBoneName (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName CallFunc_BreakHitResult_BoneName (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_BreakHitResult_HitItem (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_BreakHitResult_ElementIndex (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_BreakHitResult_FaceIndex (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_TraceStart (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_BreakHitResult_TraceEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_PalAIMoveToTargetActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::MoveToTarget(bool* IsNearTarget, const struct FVector& GoalPos, const TArray<struct FVector>& CheckPointList, int32 Temp_int_Array_Index_Variable, class APalCharacter* CallFunc_GetCharacter_ReturnValue, bool CallFunc_IsNearTwoActor_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class APalCharacter* CallFunc_GetCharacter_ReturnValue_1, const struct FVector& CallFunc_FindNearestNavmeshPointFromSelf_OutLocation, bool CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, bool CallFunc_IsNearTwoPoint_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, bool CallFunc_IsOnNavMesh_TargetLocation_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_3, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_4, bool CallFunc_PalAIMoveToTargetLocation_ReturnValue, bool CallFunc_IsValid_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_5, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_6, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_7, bool CallFunc_IsOnNavMesh_ReturnValue, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, TArray<class AActor*>& Temp_object_Variable, const struct FVector& CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue_1, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, TArray<struct FVector>& CallFunc_FindTargetNearPoint_PointList, const struct FHitResult& CallFunc_LineTraceSingle_OutHit, bool CallFunc_LineTraceSingle_ReturnValue, bool CallFunc_BreakHitResult_bBlockingHit, bool CallFunc_BreakHitResult_bInitialOverlap, float CallFunc_BreakHitResult_Time, float CallFunc_BreakHitResult_Distance, const struct FVector& CallFunc_BreakHitResult_Location, const struct FVector& CallFunc_BreakHitResult_ImpactPoint, const struct FVector& CallFunc_BreakHitResult_Normal, const struct FVector& CallFunc_BreakHitResult_ImpactNormal, class UPhysicalMaterial* CallFunc_BreakHitResult_PhysMat, class AActor* CallFunc_BreakHitResult_HitActor, class UPrimitiveComponent* CallFunc_BreakHitResult_HitComponent, class FName CallFunc_BreakHitResult_HitBoneName, class FName CallFunc_BreakHitResult_BoneName, int32 CallFunc_BreakHitResult_HitItem, int32 CallFunc_BreakHitResult_ElementIndex, int32 CallFunc_BreakHitResult_FaceIndex, const struct FVector& CallFunc_BreakHitResult_TraceStart, const struct FVector& CallFunc_BreakHitResult_TraceEnd, int32 Temp_int_Loop_Counter_Variable, bool CallFunc_Less_IntInt_ReturnValue, int32 CallFunc_Add_IntInt_ReturnValue, bool CallFunc_PalAIMoveToTargetActor_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "MoveToTarget");
Params::UBP_AIAction_NPC_CombatBase_C_MoveToTarget_Params Parms{};
Parms.GoalPos = GoalPos;
Parms.CheckPointList = CheckPointList;
Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable;
Parms.CallFunc_GetCharacter_ReturnValue = CallFunc_GetCharacter_ReturnValue;
Parms.CallFunc_IsNearTwoActor_ReturnValue = CallFunc_IsNearTwoActor_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_GetCharacter_ReturnValue_1 = CallFunc_GetCharacter_ReturnValue_1;
Parms.CallFunc_FindNearestNavmeshPointFromSelf_OutLocation = CallFunc_FindNearestNavmeshPointFromSelf_OutLocation;
Parms.CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue = CallFunc_FindNearestNavmeshPointFromSelf_ReturnValue;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
Parms.CallFunc_IsOnNavMesh_TargetLocation_ReturnValue = CallFunc_IsOnNavMesh_TargetLocation_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_3 = CallFunc_GetControllerRef_NPCAICon_3;
Parms.CallFunc_GetControllerRef_NPCAICon_4 = CallFunc_GetControllerRef_NPCAICon_4;
Parms.CallFunc_PalAIMoveToTargetLocation_ReturnValue = CallFunc_PalAIMoveToTargetLocation_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_5 = CallFunc_GetControllerRef_NPCAICon_5;
Parms.CallFunc_GetControllerRef_NPCAICon_6 = CallFunc_GetControllerRef_NPCAICon_6;
Parms.CallFunc_GetControllerRef_NPCAICon_7 = CallFunc_GetControllerRef_NPCAICon_7;
Parms.CallFunc_IsOnNavMesh_ReturnValue = CallFunc_IsOnNavMesh_ReturnValue;
Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
Parms.CallFunc_EqualEqual_IntInt_ReturnValue = CallFunc_EqualEqual_IntInt_ReturnValue;
Parms.Temp_object_Variable = Temp_object_Variable;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Array_Length_ReturnValue_1 = CallFunc_Array_Length_ReturnValue_1;
Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue;
Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue;
Parms.CallFunc_FindTargetNearPoint_PointList = CallFunc_FindTargetNearPoint_PointList;
Parms.CallFunc_LineTraceSingle_OutHit = CallFunc_LineTraceSingle_OutHit;
Parms.CallFunc_LineTraceSingle_ReturnValue = CallFunc_LineTraceSingle_ReturnValue;
Parms.CallFunc_BreakHitResult_bBlockingHit = CallFunc_BreakHitResult_bBlockingHit;
Parms.CallFunc_BreakHitResult_bInitialOverlap = CallFunc_BreakHitResult_bInitialOverlap;
Parms.CallFunc_BreakHitResult_Time = CallFunc_BreakHitResult_Time;
Parms.CallFunc_BreakHitResult_Distance = CallFunc_BreakHitResult_Distance;
Parms.CallFunc_BreakHitResult_Location = CallFunc_BreakHitResult_Location;
Parms.CallFunc_BreakHitResult_ImpactPoint = CallFunc_BreakHitResult_ImpactPoint;
Parms.CallFunc_BreakHitResult_Normal = CallFunc_BreakHitResult_Normal;
Parms.CallFunc_BreakHitResult_ImpactNormal = CallFunc_BreakHitResult_ImpactNormal;
Parms.CallFunc_BreakHitResult_PhysMat = CallFunc_BreakHitResult_PhysMat;
Parms.CallFunc_BreakHitResult_HitActor = CallFunc_BreakHitResult_HitActor;
Parms.CallFunc_BreakHitResult_HitComponent = CallFunc_BreakHitResult_HitComponent;
Parms.CallFunc_BreakHitResult_HitBoneName = CallFunc_BreakHitResult_HitBoneName;
Parms.CallFunc_BreakHitResult_BoneName = CallFunc_BreakHitResult_BoneName;
Parms.CallFunc_BreakHitResult_HitItem = CallFunc_BreakHitResult_HitItem;
Parms.CallFunc_BreakHitResult_ElementIndex = CallFunc_BreakHitResult_ElementIndex;
Parms.CallFunc_BreakHitResult_FaceIndex = CallFunc_BreakHitResult_FaceIndex;
Parms.CallFunc_BreakHitResult_TraceStart = CallFunc_BreakHitResult_TraceStart;
Parms.CallFunc_BreakHitResult_TraceEnd = CallFunc_BreakHitResult_TraceEnd;
Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable;
Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue;
Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue;
Parms.CallFunc_PalAIMoveToTargetActor_ReturnValue = CallFunc_PalAIMoveToTargetActor_ReturnValue;
Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
if (IsNearTarget != nullptr)
*IsNearTarget = Parms.IsNearTarget;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TargetPlayerCameraCheck
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalPlayerCharacter* K2Node_DynamicCast_AsPal_Player_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_InFanShap_PlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::TargetPlayerCameraCheck(bool* AttackAble, bool CallFunc_IsValid_ReturnValue, class APalPlayerCharacter* K2Node_DynamicCast_AsPal_Player_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_InFanShap_PlayerCamera_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TargetPlayerCameraCheck");
Params::UBP_AIAction_NPC_CombatBase_C_TargetPlayerCameraCheck_Params Parms{};
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_Player_Character = K2Node_DynamicCast_AsPal_Player_Character;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_InFanShap_PlayerCamera_ReturnValue = CallFunc_InFanShap_PlayerCamera_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (AttackAble != nullptr)
*AttackAble = Parms.AttackAble;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.DamageResponseForCombat
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDamageResult DmgResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// TArray<class APalCharacter*> AttackerList (Edit, BlueprintVisible, DisableEditOnTemplate)
// class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, 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)
// bool CallFunc_Greater_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue (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_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Add_ReturnValue_1 (ZeroConstructor, IsPlainOldData, 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_NPC_CombatBase_C::DamageResponseForCombat(const struct FPalDamageResult& DmgResult, const TArray<class APalCharacter*>& AttackerList, class APalCharacter* CallFunc_Array_Get_Item, bool CallFunc_IsValid_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Greater_IntInt_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, int32 CallFunc_Array_Add_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_NPC_CombatBase_C", "DamageResponseForCombat");
Params::UBP_AIAction_NPC_CombatBase_C_DamageResponseForCombat_Params Parms{};
Parms.DmgResult = DmgResult;
Parms.AttackerList = AttackerList;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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_Greater_IntInt_ReturnValue = CallFunc_Greater_IntInt_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.CallFunc_Array_Add_ReturnValue = CallFunc_Array_Add_ReturnValue;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.CallFunc_Array_Add_ReturnValue_1 = CallFunc_Array_Add_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_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.SightCheckAndResponseForCombat
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> TempTargetList (Edit, BlueprintVisible, DisableEditOnTemplate)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm)
// TArray<class APalCharacter*> CallFunc_SightCheckAllAliveNPC_InSightCharacters (ReferenceParm)
void UBP_AIAction_NPC_CombatBase_C::SightCheckAndResponseForCombat(bool* ChangeNextAction, class APalCharacter* TempTarget, const TArray<class APalCharacter*>& TempTargetList, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, bool K2Node_SwitchEnum_CmpSuccess, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, TArray<class APalCharacter*>& CallFunc_SightCheckAllPlayer_InSightPlayers, TArray<class APalCharacter*>& CallFunc_SightCheckAllAliveNPC_InSightCharacters)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "SightCheckAndResponseForCombat");
Params::UBP_AIAction_NPC_CombatBase_C_SightCheckAndResponseForCombat_Params Parms{};
Parms.TempTarget = TempTarget;
Parms.TempTargetList = TempTargetList;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_SelectResponseBySenses_OutTargetCharacter = CallFunc_SelectResponseBySenses_OutTargetCharacter;
Parms.CallFunc_SelectResponseBySenses_ReturnValue = CallFunc_SelectResponseBySenses_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers;
Parms.CallFunc_SightCheckAllAliveNPC_InSightCharacters = CallFunc_SightCheckAllAliveNPC_InSightCharacters;
UObject::ProcessEvent(Func, &Parms);
if (ChangeNextAction != nullptr)
*ChangeNextAction = Parms.ChangeNextAction;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetLeaderBB
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_PalAIBlackboard_Common_C*LeaderBB (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetLeaderBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetLeaderBB_LeaderPalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::GetLeaderBB(class UBP_PalAIBlackboard_Common_C** LeaderBB, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetLeaderBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetLeaderBB_LeaderPalBrackboard)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetLeaderBB");
Params::UBP_AIAction_NPC_CombatBase_C_GetLeaderBB_Params Parms{};
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_GetLeaderBB_self_CastInput = CallFunc_GetLeaderBB_self_CastInput;
Parms.CallFunc_GetLeaderBB_LeaderPalBrackboard = CallFunc_GetLeaderBB_LeaderPalBrackboard;
UObject::ProcessEvent(Func, &Parms);
if (LeaderBB != nullptr)
*LeaderBB = Parms.LeaderBB;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ChangeReturnMode
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ChangeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* TempAICon (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetMyBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetMyBB_self_CastInput_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetLeaderBB_LeaderBB (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetMyBB_self_CastInput_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_IsNearTwoPoint_distance_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ChangeReturnMode(bool* ChangeSuccess, class ABP_NPCAIController_C* TempAICon, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetMyBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetMyBB_self_CastInput_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetLeaderBB_LeaderBB, bool CallFunc_IsValid_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetMyBB_self_CastInput_2, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_2, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, bool CallFunc_Less_DoubleDouble_ReturnValue, bool CallFunc_IsNearTwoPoint_ReturnValue, float CallFunc_IsNearTwoPoint_distance_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ChangeReturnMode");
Params::UBP_AIAction_NPC_CombatBase_C_ChangeReturnMode_Params Parms{};
Parms.TempAICon = TempAICon;
Parms.CallFunc_GetMyBB_self_CastInput = CallFunc_GetMyBB_self_CastInput;
Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard;
Parms.CallFunc_GetMyBB_self_CastInput_1 = CallFunc_GetMyBB_self_CastInput_1;
Parms.CallFunc_GetMyBB_PalBrackboard_1 = CallFunc_GetMyBB_PalBrackboard_1;
Parms.CallFunc_GetLeaderBB_LeaderBB = CallFunc_GetLeaderBB_LeaderBB;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.CallFunc_GetMyBB_self_CastInput_2 = CallFunc_GetMyBB_self_CastInput_2;
Parms.CallFunc_GetMyBB_PalBrackboard_2 = CallFunc_GetMyBB_PalBrackboard_2;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_Less_DoubleDouble_ReturnValue = CallFunc_Less_DoubleDouble_ReturnValue;
Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue;
Parms.CallFunc_IsNearTwoPoint_distance_ImplicitCast = CallFunc_IsNearTwoPoint_distance_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
if (ChangeSuccess != nullptr)
*ChangeSuccess = Parms.ChangeSuccess;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.GetControllerRef
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ABP_NPCAIController_C* NPCAICon (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "GetControllerRef");
Params::UBP_AIAction_NPC_CombatBase_C_GetControllerRef_Params Parms{};
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
UObject::ProcessEvent(Func, &Parms);
if (NPCAICon != nullptr)
*NPCAICon = Parms.NPCAICon;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.TickFinishCheck
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ActionFinish (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsBattleMode_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_ChangeReturnMode_ChangeSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::TickFinishCheck(bool* ActionFinish, bool CallFunc_IsBattleMode_ReturnValue, bool CallFunc_ChangeReturnMode_ChangeSuccess, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "TickFinishCheck");
Params::UBP_AIAction_NPC_CombatBase_C_TickFinishCheck_Params Parms{};
Parms.CallFunc_IsBattleMode_ReturnValue = CallFunc_IsBattleMode_ReturnValue;
Parms.CallFunc_ChangeReturnMode_ChangeSuccess = CallFunc_ChangeReturnMode_ChangeSuccess;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
if (ActionFinish != nullptr)
*ActionFinish = Parms.ActionFinish;
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionStart
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ActionStart(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionStart");
Params::UBP_AIAction_NPC_CombatBase_C_ActionStart_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_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_NPC_CombatBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionFinished");
Params::UBP_AIAction_NPC_CombatBase_C_ActionFinished_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.WithResult = WithResult;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionPause
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ActionPause(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionPause");
Params::UBP_AIAction_NPC_CombatBase_C_ActionPause_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.Event_OnDead
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDeadInfo DeadInfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
void UBP_AIAction_NPC_CombatBase_C::Event_OnDead(const struct FPalDeadInfo& DeadInfo)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "Event_OnDead");
Params::UBP_AIAction_NPC_CombatBase_C_Event_OnDead_Params Parms{};
Parms.DeadInfo = DeadInfo;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionTick
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionTick");
Params::UBP_AIAction_NPC_CombatBase_C_ActionTick_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ActionAbort
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ActionAbort(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ActionAbort");
Params::UBP_AIAction_NPC_CombatBase_C_ActionAbort_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_CombatBase.BP_AIAction_NPC_CombatBase_C.ExecuteUbergraph_BP_AIAction_NPC_CombatBase
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FPalDeadInfo K2Node_CustomEvent_DeadInfo (NoDestructor)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalStateMachine* CallFunc_SpawnObject_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetMyBB_self_CastInput (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IBPI_GetPalAIBlackboard_C>CallFunc_GetMyBB_self_CastInput_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_PalAIBlackboard_Common_C*CallFunc_GetMyBB_PalBrackboard_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double K2Node_VariableSet_tempDeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_CombatBase_C::ExecuteUbergraph_BP_AIAction_NPC_CombatBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_3, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn_2, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, bool CallFunc_IsValid_ReturnValue, const struct FPalDeadInfo& K2Node_CustomEvent_DeadInfo, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class APawn* K2Node_Event_ControlledPawn_1, float K2Node_Event_DeltaSeconds, class UPalAICombatModule* CallFunc_SpawnObject_ReturnValue, class UPalStateMachine* CallFunc_SpawnObject_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetMyBB_self_CastInput, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard, TScriptInterface<class IBPI_GetPalAIBlackboard_C> CallFunc_GetMyBB_self_CastInput_1, class UBP_PalAIBlackboard_Common_C* CallFunc_GetMyBB_PalBrackboard_1, double K2Node_VariableSet_tempDeltaTime_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_CombatBase_C", "ExecuteUbergraph_BP_AIAction_NPC_CombatBase");
Params::UBP_AIAction_NPC_CombatBase_C_ExecuteUbergraph_BP_AIAction_NPC_CombatBase_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate;
Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3;
Parms.K2Node_Event_WithResult = K2Node_Event_WithResult;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1;
Parms.CallFunc_K2_GetPawn_ReturnValue_1 = CallFunc_K2_GetPawn_ReturnValue_1;
Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2;
Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.K2Node_CustomEvent_DeadInfo = K2Node_CustomEvent_DeadInfo;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1;
Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds;
Parms.CallFunc_SpawnObject_ReturnValue = CallFunc_SpawnObject_ReturnValue;
Parms.CallFunc_SpawnObject_ReturnValue_1 = CallFunc_SpawnObject_ReturnValue_1;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
Parms.CallFunc_GetMyBB_self_CastInput = CallFunc_GetMyBB_self_CastInput;
Parms.CallFunc_GetMyBB_PalBrackboard = CallFunc_GetMyBB_PalBrackboard;
Parms.CallFunc_GetMyBB_self_CastInput_1 = CallFunc_GetMyBB_self_CastInput_1;
Parms.CallFunc_GetMyBB_PalBrackboard_1 = CallFunc_GetMyBB_PalBrackboard_1;
Parms.K2Node_VariableSet_tempDeltaTime_ImplicitCast = K2Node_VariableSet_tempDeltaTime_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
}
}