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ReshadePluginsCore/WuchangFF/SDK/AbstractCharacter_classes.hpp

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2026-03-12 15:00:32 +01:00
#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AbstractCharacter
#include "Basic.hpp"
#include "ST_CharacterConfig_structs.hpp"
#include "E_Direction_structs.hpp"
#include "E_MeleeAttackType_structs.hpp"
#include "F_DamagePartParam_structs.hpp"
#include "E_DestructSize_structs.hpp"
#include "GameplayTags_structs.hpp"
#include "Engine_structs.hpp"
#include "E_Activity_structs.hpp"
#include "E_State_structs.hpp"
#include "E_ImmortalType_structs.hpp"
#include "E_MontageAction_structs.hpp"
#include "E_AttackResult_structs.hpp"
#include "E_BloodDirectionRule_structs.hpp"
#include "E_EffectType_structs.hpp"
#include "E_DeathCollisionType_structs.hpp"
#include "E_CollisionPart_structs.hpp"
#include "Functions_AbstractCharacter_classes.hpp"
#include "E_AIQueryAction_structs.hpp"
#include "EngineCustomized_structs.hpp"
#include "E_ImpactType_structs.hpp"
#include "CoreUObject_structs.hpp"
#include "E_StunType_structs.hpp"
#include "E_ApplyEffectMethod_structs.hpp"
#include "E_RotationMode_structs.hpp"
#include "E_ItemType_structs.hpp"
#include "E_PairedAnimMovingType_structs.hpp"
#include "E_CombatType_structs.hpp"
#include "E_InputBufferKey_structs.hpp"
namespace SDK
{
// BlueprintGeneratedClass AbstractCharacter.AbstractCharacter_C
// 0x04E0 (0x0EB0 - 0x09D0)
#pragma pack(push, 0x1)
class alignas(0x10) AAbstractCharacter_C : public AFunctions_AbstractCharacter_C
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x09D0(0x0008)(ZeroConstructor, Transient, DuplicateTransient)
class UHitPhysicsEffectComponent_C* HitPhysicsEffectComponent; // 0x09D8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class UAC_DissolveControllComponent_C* AC_DissolveControllComponent; // 0x09E0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class UAC_DissolveComponent_C* AC_DissolveComponent; // 0x09E8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class USnowCaptureComponent_C* SnowCaptureComponent; // 0x09F0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class UAudioComponent* Audio; // 0x09F8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
class UPN_Bending_Component_C* PN_Bending_Component; // 0x0A00(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
struct FST_CharacterConfig CharacterConfig; // 0x0A08(0x00B0)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash)
double SpeedLastTick; // 0x0AB8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double FBlockAlpha; // 0x0AC0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double FAimAlpha; // 0x0AC8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool BSlowMotion; // 0x0AD0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_AD1[0x7]; // 0x0AD1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
double SpeedCurrentTick; // 0x0AD8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double FLadderBlenderTime; // 0x0AE0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool BLadderAnimNextFrame; // 0x0AE8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_AE9[0x3]; // 0x0AE9(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
int32 MeleeAttackCounter; // 0x0AEC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
E_MeleeAttackType CurrentAttackType; // 0x0AF0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_AF1[0x7]; // 0x0AF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class UAnimMontage* PresetDeathMontage; // 0x0AF8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UAnimSequence* PresetDeathAnimation; // 0x0B00(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
E_Direction LastRecieveHitDirection; // 0x0B08(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_B09[0x7]; // 0x0B09(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class UDataTable* ActiveMontageProfile; // 0x0B10(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class UExtendedStatComponent_C*> AccumulateStates; // 0x0B18(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
TArray<class FName> temp_sockets; // 0x0B28(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
double StaticRotateSpeed; // 0x0B38(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TArray<struct FF_DamagePartParam> temp_collision_parts; // 0x0B40(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
TMulticastInlineDelegate<void()> AnimProfileChanged; // 0x0B50(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class UAnimMontage* WaitMentageToChangeWeapon; // 0x0B60(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UAnimMontage* lastSelectMontage; // 0x0B68(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(TArray<class FString>& GenerateSphereId)> StopGenerateSpheres; // 0x0B70(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
double ExectedAngleDot; // 0x0B80(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class USMDCSCharacterCallerEntry* StateMgr; // 0x0B88(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UDCSSMContext_C* StateContext; // 0x0B90(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
E_DestructSize ; // 0x0B98(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_B99[0x7]; // 0x0B99(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(const struct FGameplayTag& DamageTag, double Value, class AActor* Causer)> OnUsingCaculateDamage; // 0x0BA0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UAnimMontage* MontageToPlay, E_State DesiredState, E_MontageAction MontageAction)> OnBeforeMontageActionStartPlay; // 0x0BB0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void()> DeathComplete; // 0x0BC0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class AActor* Actor)> UnableLockTarget; // 0x0BD0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(E_AttackResult Result)> OnAttackResult; // 0x0BE0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
E_BloodDirectionRule ; // 0x0BF0(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_BF1[0x7]; // 0x0BF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TArray<E_DestructSize> ; // 0x0BF8(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
E_DeathCollisionType DeathCollisionType; // 0x0C08(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_C09[0x7]; // 0x0C09(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
double ; // 0x0C10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double ; // 0x0C18(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMap<class FName, bool> ; // 0x0C20(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
double _死亡动画的百分比_; // 0x0C70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMap<class FName, class UPrimitiveComponent*> RagdollCheckBody; // 0x0C78(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
bool RagdollCheckStart; // 0x0CC8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool PreRagdollCheckStart; // 0x0CC9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_CCA[0x6]; // 0x0CCA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TMap<E_CollisionPart, double> CollisionRadius; // 0x0CD0(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
class UDataTable* HitShakeTable; // 0x0D20(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
bool FakeImmortal_SingleFrame; // 0x0D28(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_D29[0x7]; // 0x0D29(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMap<class UClass*, class AActor*> AnimItemActor; // 0x0D30(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void()> OnFullyOpenRagdoll; // 0x0D80(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool PreRagdollFullyOpen; // 0x0D90(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool FullyOpenSimulatePhysics; // 0x0D91(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_D92[0x6]; // 0x0D92(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<struct FGameplayTag> CharacterDynamicMark; // 0x0D98(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<struct FGameplayTag, double> ; // 0x0DA8(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
double ; // 0x0DF8(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter)> OnApplyedEffectToOtherCharacter; // 0x0E00(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
double ; // 0x0E10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double _人形_; // 0x0E18(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AnimationCloseCollision; // 0x0E20(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_E21[0x3]; // 0x0E21(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class FName ; // 0x0E24(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_E2C[0x4]; // 0x0E2C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
double AttackCounterAccelerate; // 0x0E30(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 LastAttackCounter; // 0x0E38(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool PauseMove; // 0x0E3C(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_E3D[0x3]; // 0x0E3D(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class FName NowMontageSectionName; // 0x0E40(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(E_MontageAction MontageAction, int32 CountTime)> OnCountChange; // 0x0E48(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(const class FString& EventName)> AnimationCallbackByDefault; // 0x0E58(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
E_MontageAction LastAttackAction; // 0x0E68(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_E69[0x7]; // 0x0E69(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
double Actor; // 0x0E70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UAnimMontage* CurrentDeathMontage; // 0x0E78(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
int32 CurrentRagdollDampingLevel; // 0x0E80(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_E84[0x4]; // 0x0E84(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(class UAnimSequenceBase* Anim)> OnForceIdleAnimationUpdate; // 0x0E88(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(int32 Number)> OnPTConsume; // 0x0E98(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
public:
void ActiveRagdollEvent();
void AddForceToPhysBodyWhenOverlaped(const struct FHitResult& Hit);
void AddSpecialAccum(const struct FGameplayTag& FirstEffect, double FirstParam);
void AdjustEffectDuration(E_EffectType Type, double NewDuration);
void AnimationCallback(const class FString& EventName);
void AnimationEvent(class FName AnimationEvent_0);
void Apply_Effect(E_EffectType Type, double Duration, class AActor* Applier, E_ApplyEffectMethod Method, int32 Arg0, const struct FVector& ImpactDirection, bool* Applied);
void ApplyedEffectToOtherCharacter(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter);
void ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result, bool ApplyFlyEffect);
void ApplySpecialDamageData(const TMap<struct FGameplayTag, double>& PropsData, class AActor* HitTarget, E_AttackResult AttackResult);
void BindEvents();
void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature(class FName Key, bool IsDissolve);
void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature(class FName Key, double Value, bool IsDissolve, class FName ParameterName);
void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature(class FName Key, bool IsDissolve);
void BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult);
void calculateWeaponBlockData(double* NewParam);
void Call_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget);
void CallAttackResult(E_AttackResult Result);
void CallBack_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect);
void CallBack_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
void CallClient_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect);
void CallClient_ApplyForceActingEffectBack(bool Result, class AActor* HitTarget);
void CallClient_BackDirectDamage(const struct FSS_TakeDamage& HitData, E_EffectType EffectType);
void CallClient_GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType);
void CallClient_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget);
void CallClient_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
void CallServer_ApplyForceActingEffect(class AAbstractCharacter_C* HitCharacter, E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, bool ApplyFlyEffect);
void CallServer_ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result);
void CallServer_BackDirectDamage(class AAbstractCharacter_C* HitTarget, const struct FSS_TakeDamage& HitData, E_EffectType EffectType);
void CallServer_GetMeDirectDamage(class AAbstractCharacter_C* Attacker, const class FString& SkillID, E_EffectType EffectType);
void CallServer_RecordHurtEnmey(class AAbstractCharacter_C* Attacker);
void CallServer_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier);
void CallServer_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
void CallSync_AttackResult(E_AttackResult Result);
void CallSync_CharacterDeath(class UAnimMontage* MontageToPlay);
void CallSync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration);
void CallSync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage);
void CallSync_JumpToSection(class FName SectionName);
void CallSync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action);
void CallSync_ResetBS(const class FString& BSKey, bool Immediately);
void CalSync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately);
void Can__be_Backstabbed(bool* Result);
void Can_be_Attacked(bool* Result);
void Can_be_Attacked_Even_Dying(bool* Result);
void Can_be_Stunned(bool* Result);
void Can_Flash_Attack(bool* Result);
bool CanEffectBeApplied(E_EffectType Type, class AActor* Applier);
bool CanImpactAttackerIfBlockSuccess(const struct FF_HitData& F_HitData);
void ChangeHp(double Delta);
void Check_Attacking_Toughness(bool isPlayer, bool* isAttacking);
void CheckDeathDissolve(const float Value);
void CheckPreRagdollOverlapingWhenTruthActive();
void CheckRagdollBodyConfig();
void ChooseHitShakePlaying(E_ImpactType ImpactType, E_EffectType EffectType, E_AttackResult HitResult, const struct FVector& ImpactDirection, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake);
void ClearAllAction(bool* NewParam);
void ClearAnimActor();
void CloseCollisionWhenDeathLast();
void CompositeHitData(const struct FST_HitDamageData& HitMetaData, class AActor* HitTargetActor, const struct FHitResult& HitResultData, struct FF_HitData* HitDataCompositedByAttacker);
void CostStamina();
void CreateRagdollCheckBody(const class FName BodyName);
void death_1();
void death_2();
void DelayDestroyAnimActor(float Duration, const class UClass*& ItemClass);
void DestroyAnimActor(const class UClass*& ItemClass);
void DieEffect_Override(class UAnimMontage* DeathMontage);
void EnableForceOnRagdoll(float Duration);
void EndDeathDissolve();
void EnterDeath(bool* enter_death);
bool ExecuteFXIsActive_Overloaded_();
void ExecuteUbergraph_AbstractCharacter(int32 EntryPoint);
void FreeAnimActor(const class UClass*& ItemClass, class AActor** ReturnFreeActor);
void Get_Stunned_Montage(E_Direction FromDirection, int32 stunLevel, class UAnimMontage** Montage, class UAnimSequence** Anim);
void GetAllAnimActor(TArray<class AActor*>* Values);
void GetAnimItem(class FName Name_0, struct FST_AnimationViewer* Item);
void GetAnimProfile(bool ForceUpdate, class UDataTable** Profile);
void GetAttackSpCost(E_MeleeAttackType MeleeAttackType, double* Value);
void GetAttackSpeed(double* Value);
double GetBackAttackFactor();
void GetBindSocketNames(class FName* executeTargetSocket, class FName* executeCameraSocket);
EDCSSlowTick GetCharacterLODLevel();
void GetCollisionPart(E_CollisionPart L_CollisonPart1, TArray<struct FF_DamagePartParam>* collisionParts);
void GetCombatType(E_CombatType* CombatType);
void GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish);
void GetDesiredFollowRotation(struct FRotator* Rotation);
void GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation);
double GetEffectMontageBlendInTime();
double GetEffectMontageStartTime();
void GetHp(double* Value);
void GetHp_Uniform(double* Value);
bool GetIsFullyOpenSimulatePhysics();
void getLadderPosition(double* Position);
void GetMaxHp(double* Value);
void GetMaxHp_Uniform(double* Value);
void GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType);
void GetMontages(E_MontageAction Action, class UDataTable** Montages);
class FName GetMontageSectionForAction(E_MontageAction LocalAction, class UAnimMontage* LocalMontage, int32 Index_0, double* OverrideBlendInTime);
void GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSoundComponent);
void GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp);
class UForceActingComponent_C* GetMyForceActing();
class UWidgetComponent* GetMyStatBar();
class USceneComponent* GetMyTargetBillboardRootComponent();
class ADCS_SyncState_C* GetNetworkState();
bool GetRealBlockingState();
double GetReduceDamage(class AActor* DamageCauser);
void GetSelectedWeaponDisplayItem(class ADisplayedItem_C** DisplayedItem);
void GetSelectedWeaponType(E_ItemType* Type);
void GetState(E_State* State);
void GetStatsValue(const struct FGameplayTag& Type, double* Value);
bool ImplBreakPoint(const class FString& StateName, const class FString& EventName);
void ImplBufferInput(const uint8 InAction);
void ImplDeath1();
void ImplFallendamageBufferInput(const uint8 InAction);
void ImplHoldActioninput(const uint8 InAction);
void ImplInputInteract();
bool ImplPrintPoint(const class FString& StateName, const class FString& EventName);
bool ImplSetState(const class FString& InStateType);
void ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult);
void ImplTakeDirectDamage(const float InValue, class AActor* InCauser);
void ImplTickMove();
void ImplTryBreakInteract();
void ImplTryEndRebornfire();
void ImplUpdateForwardmove();
void ImplWeaponLoopBufferInput(const uint8 InAction);
void ImplWeaponLoopInputWithCheck(const uint8 InAction);
void Init_State_Machine(class UClass* StateMgrClass);
void InternalMontageAction(E_State NewState, E_MontageAction Action, class UAnimMontage* SelectedMontage, double PlayRate, class FName PresetSection, bool StopAllMontags, const struct FGameplayTag& PlayerAction, float BlendInTimeOverride, float InTimeToStartMontageAt, double* DurationToEnd, bool* Success);
void IsAlive(bool* Result);
void IsAttackableTarget(class AActor* Target, bool* Result);
void IsInCombatPose(bool* Result);
bool IsShieldEquipped();
void JumpToSection(class FName SectionName);
void MontageAction(E_State NewState, E_MontageAction Action, int32 Index_0, double PlayRate, bool StopAllMontages, const struct FGameplayTag& PlayerAction, double* Duration, bool* Succeed);
void OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value);
void OnApplyNewEffectEvent(const struct FF_Effect& EffectType);
void OnBeginPlayDeathMontageEvent();
void OnRagdollBodyOverlappedEvent(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult);
void OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue);
void OnValueChanged_HealthA(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue);
void OverrideTraceDamage(const int32 TraceId, const TArray<class AActor*>& IgnoreActors, TArray<struct FHitResult>* OutHits);
void Play_Counter_Attack(bool* Succeed);
void Play_Flash(bool direct_flash, bool* Succeed);
void Play_FlashParry(int32 Index_0, bool* Succeed);
void PlayCameraShake(TSubclassOf<class UCameraShakeBase> camerashake, float Scale);
void PlayCharacterMontage(class UAnimMontage* MontageToPlay, double InPlayRate, bool bStopAllMontages, class FName LinkedTag, class FName Section, bool SyncMontage, double* Duration);
void PlayEffectMongtage(E_EffectType Effect_Type, E_MontageAction Montage_Action, int32 ExtendArg, const struct FVector& Impact_Direction);
void PlayFeedback(class UForceFeedbackEffect* Feedback, float Scale);
void PlayHitBreak(class AActor* AttackerPlayer, const struct FST_HitShakeData& Shake, const struct FVector& InMaxVelocity);
void PlayHitShake(const struct FST_HitShakeData& Shake, const struct FVector& HitForwardVector, const E_AttackResult HitResult, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake);
void PostHitTarget(const struct FHitResult& HitResult, E_AttackResult DamageResult, bool HasAppliedDamage, bool Undelayed);
void PreActiveRagdollEvent();
void PresetDeathAnim(class UAnimMontage* PresetDeathMontage_0, class UAnimSequence* PresetDeathAnimation_0);
void Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType);
void Private_TakeDirectDamage(double Value, class AActor* DecreaseCauser);
void Process_DamageResult(const struct FGameplayTag& DamageResultType, double Value, class AActor* Causer);
void ProductAction(int32 Value, E_AIQueryAction Action);
void QueryAction(E_AIQueryAction Action, int32* Result);
void QueryAndCosumeAction(class AActor* Requester, E_AIQueryAction Action, int32* Result);
void ReceiveBeginPlay();
void ReceiveDestroyed();
void recordAction(E_AIQueryAction Action);
void ReplaceBeginPlays();
void Request_GetMeDirectDamage(class AActor* Attacker, const class FString& SkillID, E_EffectType EffectType);
void RequestAllActions(TArray<E_AIQueryAction>* actions);
void ResetIdleState(double Delay);
void ResetMeleeAttackCounter();
void Select_Dead_Montage(bool Random, class UAnimMontage** Montage);
void SelectAttackMontage(E_MeleeAttackType MeleeAttackType, bool ForceRsetCombo, E_MontageAction* Action, int32* Index_0);
void SetAttackCounterAccelerate(double NewValue);
void SetCanExecuteFXEnable_Overloaded_(bool Enable);
void SetCollisionWhenFullyOpenSimulatePhysics();
void SetEnableRotateLookAt(bool Enable, bool RotateWaist, class AActor* Target, double Offset);
void SetEnableSlideRotate(bool Enable, bool* NewParam1);
void SetExecuteFXEnable_Overloaded_(bool Enable);
void SetExecuteFXVariableLinkage_Overloaded_(class FName InVariableName, float InValue);
void SetForceIdleAnim(class UAnimSequenceBase* Animation, EMovementMode ForceMovementMode);
void SetHp(double NewValue);
void SetMontageDurationFunction(class UObject* Object, const class FString& FunctionName, const float InDelayedToStart, const float InDelayedToEnd, TSubclassOf<class UAnimNotify_PlayMontageNotify> NotifyEnd, struct FMontageDurationHandle* Handler);
void SetPerfectTimeEffectFX(bool Active);
void SetRotateMode(E_RotationMode Mode);
void SetSelectedByTarget(bool Selected);
void SlowDownRagdollSpeedWhenFullOpen();
void SpawnAnimActor(class UClass* ItemClass, class FName AttachToSocket);
void StartArcaneshiftEffect();
void Sync_AttackResult(E_AttackResult Result);
void Sync_CharacterDeath(class UAnimMontage* MontageToPlay);
void Sync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration);
void Sync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage);
void Sync_JumpToSection(class FName SectionName);
void Sync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action);
void Sync_ResetBS(const class FString& BSKey, bool Immediately);
void Sync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately);
void TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType);
void TakeDamageTypeStateCheck(const struct FF_HitData& F_HitData, E_AttackResult* ResultType);
void TakeDirectDamage(const float InValue, const class AActor* InCauser);
bool ThisFeedbackIsPlaying(class UForceFeedbackEffect* Effect);
void Transmit_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier);
void Transmit_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
void TryEffectAfterDamage(class AActor* Applier, E_StunType ReflectType, int32 hit_data_id, const struct FVector& Impact_Direction, bool* Applied);
void TryPerfectTimeAnimSection(class UAnimMontage* Montage, class FName* SectionName);
void Undelayed_TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType);
void UpdateCapsuleCollisionWhenDeath();
void UpdateCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool Add, class AActor* HitTarget);
void UpdateCollisionDeathType(const class UAnimMontage* Montage);
void UpdateRagdollDamping(int32 Level);
bool UsePhysyicEffectWhenAppliedDamage();
void ValidCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool* Valid);
void WhenFullyOpenSimulatePhysicsEvent();
public:
static class UClass* StaticClass()
{
BP_STATIC_CLASS_IMPL("AbstractCharacter_C")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AbstractCharacter_C")
}
static class AAbstractCharacter_C* GetDefaultObj()
{
return GetDefaultObjImpl<AAbstractCharacter_C>();
}
};
#pragma pack(pop)
DUMPER7_ASSERTS_AAbstractCharacter_C;
}