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

441 lines
26 KiB
C++
Raw Blame History

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C
// (None)
class UClass* UBP_AIAction_NPC_RelaxBase_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_NPC_RelaxBase_C");
return Clss;
}
// BP_AIAction_NPC_RelaxBase_C BP_AIAction_NPC_RelaxBase.Default__BP_AIAction_NPC_RelaxBase_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_NPC_RelaxBase_C* UBP_AIAction_NPC_RelaxBase_C::GetDefaultObj()
{
static class UBP_AIAction_NPC_RelaxBase_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_NPC_RelaxBase_C*>(UBP_AIAction_NPC_RelaxBase_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.PlayDefaultAction
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FHitResult CallFunc_K2_SetActorLocationAndRotation_SweepHitResult (IsPlainOldData, NoDestructor, ContainsInstancedReference)
// bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalActionBase* CallFunc_PlayActionByType_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::PlayDefaultAction(const struct FHitResult& CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, class UPalActionBase* CallFunc_PlayActionByType_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "PlayDefaultAction");
Params::UBP_AIAction_NPC_RelaxBase_C_PlayDefaultAction_Params Parms{};
Parms.CallFunc_K2_SetActorLocationAndRotation_SweepHitResult = CallFunc_K2_SetActorLocationAndRotation_SweepHitResult;
Parms.CallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_K2_SetActorLocationAndRotation_ReturnValue;
Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue;
Parms.CallFunc_PlayActionByType_ReturnValue = CallFunc_PlayActionByType_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.CancelDefaultAction
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::CancelDefaultAction(class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, bool CallFunc_IsValid_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "CancelDefaultAction");
Params::UBP_AIAction_NPC_RelaxBase_C_CancelDefaultAction_Params Parms{};
Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_GetActionComponent_ReturnValue_1 = CallFunc_GetActionComponent_ReturnValue_1;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SelfIsLeader
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool IsLeader (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetLeader_Leader (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_EqualEqual_ObjectObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::SelfIsLeader(bool* IsLeader, class APalCharacter* CallFunc_GetLeader_Leader, bool CallFunc_EqualEqual_ObjectObject_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SelfIsLeader");
Params::UBP_AIAction_NPC_RelaxBase_C_SelfIsLeader_Params Parms{};
Parms.CallFunc_GetLeader_Leader = CallFunc_GetLeader_Leader;
Parms.CallFunc_EqualEqual_ObjectObject_ReturnValue = CallFunc_EqualEqual_ObjectObject_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (IsLeader != nullptr)
*IsLeader = Parms.IsLeader;
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SoundEvent
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::SoundEvent(const struct FVector& EmitLocation)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SoundEvent");
Params::UBP_AIAction_NPC_RelaxBase_C_SoundEvent_Params Parms{};
Parms.EmitLocation = EmitLocation;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionResume
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::ActionResume(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionResume");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionResume_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_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_RelaxBase_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionFinished");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionFinished_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.WithResult = WithResult;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionPause
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::ActionPause(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionPause");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionPause_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.<2E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>_0
// (BlueprintCallable, BlueprintEvent)
// Parameters:
void UBP_AIAction_NPC_RelaxBase_C::_________0()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>_0");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionStart
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::ActionStart(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionStart");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionStart_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionAbort
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::ActionAbort(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionAbort");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionAbort_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.SetSightSkipFlag
// (BlueprintCallable, BlueprintEvent)
// Parameters:
void UBP_AIAction_NPC_RelaxBase_C::SetSightSkipFlag()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "SetSightSkipFlag");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionTickAnyThread
// (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_RelaxBase_C::ActionTickAnyThread(class APawn* ControlledPawn, float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionTickAnyThread");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionTickAnyThread_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ActionPostTick
// (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_RelaxBase_C::ActionPostTick(class APawn* ControlledPawn, float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ActionPostTick");
Params::UBP_AIAction_NPC_RelaxBase_C_ActionPostTick_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_RelaxBase.BP_AIAction_NPC_RelaxBase_C.ExecuteUbergraph_BP_AIAction_NPC_RelaxBase
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_6 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_5 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsNearTwoPoint_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FRotator CallFunc_K2_GetActorRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FVector CallFunc_GreaterGreater_VectorRotator_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float CallFunc_AngleBetweenVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FTimerHandle CallFunc_K2_SetTimerDelegate_ReturnValue (NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double CallFunc_RandomFloatInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FRotator CallFunc_K2_GetActorRotation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor)
// double CallFunc_RandomFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaSeconds_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FTimerHandle CallFunc_K2_SetTimerDelegate_ReturnValue_1 (NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_SightCheck_Target (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EPalAIResponseType CallFunc_SightCheck_ResponseType (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SightResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_Greater_DoubleDouble_A_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_GeneralTurn_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_Delay_Duration_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double K2Node_VariableSet_tempDeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_RelaxBase_C::ExecuteUbergraph_BP_AIAction_NPC_RelaxBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn_6, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_5, enum class EPawnActionResult K2Node_Event_WithResult, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue, class APawn* K2Node_Event_ControlledPawn_3, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_IsNearTwoPoint_ReturnValue, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, const struct FVector& CallFunc_GreaterGreater_VectorRotator_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, float CallFunc_AngleBetweenVector_ReturnValue, const struct FTimerHandle& CallFunc_K2_SetTimerDelegate_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, double CallFunc_RandomFloatInRange_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue_1, double CallFunc_RandomFloat_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, float K2Node_Event_DeltaSeconds_1, const struct FTimerHandle& CallFunc_K2_SetTimerDelegate_ReturnValue_1, class AActor* CallFunc_SightCheck_Target, enum class EPalAIResponseType CallFunc_SightCheck_ResponseType, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn, float K2Node_Event_DeltaSeconds, bool CallFunc_SightResponse_ChangeNextAction, double CallFunc_Greater_DoubleDouble_A_ImplicitCast, float CallFunc_GeneralTurn_DeltaTime_ImplicitCast, float CallFunc_Delay_Duration_ImplicitCast, float CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast, double K2Node_VariableSet_tempDeltaTime_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_RelaxBase_C", "ExecuteUbergraph_BP_AIAction_NPC_RelaxBase");
Params::UBP_AIAction_NPC_RelaxBase_C_ExecuteUbergraph_BP_AIAction_NPC_RelaxBase_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.K2Node_Event_ControlledPawn_6 = K2Node_Event_ControlledPawn_6;
Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate;
Parms.K2Node_Event_ControlledPawn_5 = K2Node_Event_ControlledPawn_5;
Parms.K2Node_Event_WithResult = K2Node_Event_WithResult;
Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue;
Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_IsNearTwoPoint_ReturnValue = CallFunc_IsNearTwoPoint_ReturnValue;
Parms.CallFunc_K2_GetActorRotation_ReturnValue = CallFunc_K2_GetActorRotation_ReturnValue;
Parms.CallFunc_GreaterGreater_VectorRotator_ReturnValue = CallFunc_GreaterGreater_VectorRotator_ReturnValue;
Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1;
Parms.CallFunc_AngleBetweenVector_ReturnValue = CallFunc_AngleBetweenVector_ReturnValue;
Parms.CallFunc_K2_SetTimerDelegate_ReturnValue = CallFunc_K2_SetTimerDelegate_ReturnValue;
Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.CallFunc_RandomFloatInRange_ReturnValue = CallFunc_RandomFloatInRange_ReturnValue;
Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2;
Parms.CallFunc_K2_GetActorRotation_ReturnValue_1 = CallFunc_K2_GetActorRotation_ReturnValue_1;
Parms.CallFunc_RandomFloat_ReturnValue = CallFunc_RandomFloat_ReturnValue;
Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1;
Parms.K2Node_Event_DeltaSeconds_1 = K2Node_Event_DeltaSeconds_1;
Parms.CallFunc_K2_SetTimerDelegate_ReturnValue_1 = CallFunc_K2_SetTimerDelegate_ReturnValue_1;
Parms.CallFunc_SightCheck_Target = CallFunc_SightCheck_Target;
Parms.CallFunc_SightCheck_ResponseType = CallFunc_SightCheck_ResponseType;
Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1;
Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds;
Parms.CallFunc_SightResponse_ChangeNextAction = CallFunc_SightResponse_ChangeNextAction;
Parms.CallFunc_Greater_DoubleDouble_A_ImplicitCast = CallFunc_Greater_DoubleDouble_A_ImplicitCast;
Parms.CallFunc_GeneralTurn_DeltaTime_ImplicitCast = CallFunc_GeneralTurn_DeltaTime_ImplicitCast;
Parms.CallFunc_Delay_Duration_ImplicitCast = CallFunc_Delay_Duration_ImplicitCast;
Parms.CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast = CallFunc_K2_SetTimerDelegate_InitialStartDelay_ImplicitCast;
Parms.K2Node_VariableSet_tempDeltaTime_ImplicitCast = K2Node_VariableSet_tempDeltaTime_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
}
}