PalWorld-NetCrack/libs/SDKLibrary/SDK/BP_AINPC_CombatGunState_MeleeAttack_classes.hpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

33 lines
1.6 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x17 (0x48 - 0x31)
// BlueprintGeneratedClass BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C
class UBP_AINPC_CombatGunState_MeleeAttack_C : public UBP_AINPC_CombatState_Base_C
{
public:
uint8 Pad_2FD3[0x7]; // Fixing Size After Last Property [ Dumper-7 ]
struct FPointerToUberGraphFrame UberGraphFrame; // 0x38(0x8)(ZeroConstructor, Transient, DuplicateTransient)
class UPalActionBase* Action; // 0x40(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
static class UClass* StaticClass();
static class UBP_AINPC_CombatGunState_MeleeAttack_C* GetDefaultObj();
void StateEnter();
void StateTick(float DeltaTime);
void StateExit();
void ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack(int32 EntryPoint, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, float K2Node_Event_DeltaTime, class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, bool CallFunc_IsValid_ReturnValue);
};
}