PalWorld-NetCrack/libs/SDKLibrary/SDK/BP_AIAction_DodgeStep_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
2.1 KiB
C++

#pragma once
// Dumped with Dumper-7!
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// CLASSES
//---------------------------------------------------------------------------------------------------------------------
// 0x8 (0x138 - 0x130)
// BlueprintGeneratedClass BP_AIAction_DodgeStep.BP_AIAction_DodgeStep_C
class UBP_AIAction_DodgeStep_C : public UPalAIActionBase
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x130(0x8)(ZeroConstructor, Transient, DuplicateTransient)
static class UClass* StaticClass();
static class UBP_AIAction_DodgeStep_C* GetDefaultObj();
void CanStep(class UPalActionComponent* ActionComponent, bool* CanStep, class UPalActionBase* CallFunc_GetCurrentAction_ReturnValue, class UBP_PalActionStepBase_C* K2Node_DynamicCast_AsBP_Pal_Action_Step_Base, bool K2Node_DynamicCast_bSuccess);
void GetStepTime(class UPalActionBase* ActionComp, double* StepTime, double DefaultStepTime, class UBP_PalActionStepBase_C* K2Node_DynamicCast_AsBP_Pal_Action_Step_Base, bool K2Node_DynamicCast_bSuccess);
void RotateToAttacker(class AActor* Defender, class AActor* Attacker, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, const struct FRotator& CallFunc_FindLookAtRotation_ReturnValue, bool CallFunc_K2_SetActorRotation_ReturnValue);
void GetStepType(enum class EPalActionType* NewParam, bool CallFunc_RandomBool_ReturnValue);
void ActionStart(class APawn* ControlledPawn);
void ExecuteUbergraph_BP_AIAction_DodgeStep(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_CanStep_CanStep, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, enum class EPalActionType CallFunc_GetStepType_NewParam, class UPalActionBase* CallFunc_PlayActionByTypeParameter_ReturnValue, double CallFunc_GetStepTime_StepTime, float CallFunc_Delay_Duration_ImplicitCast);
};
}