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

38 lines
3.7 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x13 (0x16B - 0x158)
// BlueprintGeneratedClass BP_AIAction_TurnAndEscape.BP_AIAction_TurnAndEscape_C
class UBP_AIAction_TurnAndEscape_C : public UBP_AIAction_CanCombatBase_C
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x158(0x8)(ZeroConstructor, Transient, DuplicateTransient)
class AActor* TargetAct; // 0x160(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
bool Turning; // 0x168(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool CancelAble; // 0x169(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsStopByDelay; // 0x16A(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
static class UClass* StaticClass();
static class UBP_AIAction_TurnAndEscape_C* GetDefaultObj();
void OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo);
void SoundEvent(const struct FVector& EmitLocation);
void Setup(class AActor* TargetActor, bool CallFunc_IsValid_ReturnValue);
void ActionTick(class APawn* ControlledPawn, float DeltaSeconds);
void ActionStart(class APawn* ControlledPawn);
void ActionResume(class APawn* ControlledPawn);
void ExecuteUbergraph_BP_AIAction_TurnAndEscape(int32 EntryPoint, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, float K2Node_Event_DeltaSeconds, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_InFanShap_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_3, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalActionBase* CallFunc_PlayAction_ReturnValue, class AController* CallFunc_GetController_ReturnValue_4, class APawn* CallFunc_K2_GetPawn_ReturnValue_3, class UCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_5, class APawn* CallFunc_K2_GetPawn_ReturnValue_4, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_ActionIsEmpty_ReturnValue, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, class AController* CallFunc_GetController_ReturnValue_6, class APawn* CallFunc_K2_GetPawn_ReturnValue_5, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_4, bool CallFunc_ActionIsEmpty_ReturnValue_1, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APawn* K2Node_Event_ControlledPawn, float CallFunc_Delay_Duration_ImplicitCast);
};
}