#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: CyaAI #include "Basic.hpp" #include "CyaAI_classes.hpp" #include "CyaAI_parameters.hpp" namespace SDK { // Function CyaAI.CyaAICharacterInterface.SetSpeed // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FCyaAISpeed& SpeedName (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAICharacterInterface::SetSpeed(const struct FCyaAISpeed& SpeedName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAICharacterInterface", "SetSpeed"); Params::CyaAICharacterInterface_SetSpeed Parms{}; Parms.SpeedName = std::move(SpeedName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAICharacterInterface.CanPlayPatrolAnimation // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class ACyaAIPatrolNode* PatrolNodeConcern (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ICyaAICharacterInterface::CanPlayPatrolAnimation(class ACyaAIPatrolNode* PatrolNodeConcern) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAICharacterInterface", "CanPlayPatrolAnimation"); Params::CyaAICharacterInterface_CanPlayPatrolAnimation Parms{}; Parms.PatrolNodeConcern = PatrolNodeConcern; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPatrolObjectInterface.GetPatrolSnapTransform // (Native, Event, Public, HasDefaults, BlueprintEvent) // Parameters: // class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform ICyaAIPatrolObjectInterface::GetPatrolSnapTransform(class ACyaAIPatrolNode* Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "GetPatrolSnapTransform"); Params::CyaAIPatrolObjectInterface_GetPatrolSnapTransform Parms{}; Parms.Node = Node; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPatrolObjectInterface.PatrolNodeAssigned // (Native, Event, Public, BlueprintEvent) // Parameters: // class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAIPatrolObjectInterface::PatrolNodeAssigned(class ACyaAIPatrolNode* Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolNodeAssigned"); Params::CyaAIPatrolObjectInterface_PatrolNodeAssigned Parms{}; Parms.Node = Node; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolObjectInterface.PatrolNodeRemoved // (Native, Event, Public, BlueprintEvent) // Parameters: // class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAIPatrolObjectInterface::PatrolNodeRemoved(class ACyaAIPatrolNode* Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolNodeRemoved"); Params::CyaAIPatrolObjectInterface_PatrolNodeRemoved Parms{}; Parms.Node = Node; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolObjectInterface.PatrolUserReady // (Native, Event, Public, BlueprintEvent) // Parameters: // class ACyaCharacter* User (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAIPatrolObjectInterface::PatrolUserReady(class ACyaCharacter* User, class ACyaAIPatrolNode* Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolUserReady"); Params::CyaAIPatrolObjectInterface_PatrolUserReady Parms{}; Parms.User = User; Parms.Node = Node; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolObjectInterface.SetPatrolNodeActive // (Native, Event, Public, BlueprintEvent) // Parameters: // class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool bNewActive (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAIPatrolObjectInterface::SetPatrolNodeActive(class ACyaAIPatrolNode* Node, const bool bNewActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "SetPatrolNodeActive"); Params::CyaAIPatrolObjectInterface_SetPatrolNodeActive Parms{}; Parms.Node = Node; Parms.bNewActive = bNewActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolObjectInterface.ShouldExecute // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const bool bUserCanPlayAnimation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ICyaAIPatrolObjectInterface::ShouldExecute(const bool bUserCanPlayAnimation) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "ShouldExecute"); Params::CyaAIPatrolObjectInterface_ShouldExecute Parms{}; Parms.bUserCanPlayAnimation = bUserCanPlayAnimation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPatrolObjectInterface.ShouldSnapTransform // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ICyaAIPatrolObjectInterface::ShouldSnapTransform() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "ShouldSnapTransform"); Params::CyaAIPatrolObjectInterface_ShouldSnapTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIShouldTriggerInstantPerceptionShapeInterface.ShouldTriggerShape // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ICyaAIShouldTriggerInstantPerceptionShapeInterface::ShouldTriggerShape() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAIShouldTriggerInstantPerceptionShapeInterface", "ShouldTriggerShape"); Params::CyaAIShouldTriggerInstantPerceptionShapeInterface_ShouldTriggerShape Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAISightTagInterface.GetTagForSight // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class FName* OutTag (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAISightTagInterface::GetTagForSight(class FName* OutTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAISightTagInterface", "GetTagForSight"); Params::CyaAISightTagInterface_GetTagForSight Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutTag != nullptr) *OutTag = Parms.OutTag; } // Function CyaAI.CyaAISightUserInterface.GetActorsToIgnoreForSightTrace // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // TArray* ActorsToIgnore (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void ICyaAISightUserInterface::GetActorsToIgnoreForSightTrace(TArray* ActorsToIgnore) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAISightUserInterface", "GetActorsToIgnoreForSightTrace"); Params::CyaAISightUserInterface_GetActorsToIgnoreForSightTrace Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (ActorsToIgnore != nullptr) *ActorsToIgnore = std::move(Parms.ActorsToIgnore); } // Function CyaAI.CyaAISpeedFunctionLibrary.EqualEqual_AISpeed // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FCyaAISpeed& A (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FCyaAISpeed& B (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAISpeedFunctionLibrary::EqualEqual_AISpeed(const struct FCyaAISpeed& A, const struct FCyaAISpeed& B) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAISpeedFunctionLibrary", "EqualEqual_AISpeed"); Params::CyaAISpeedFunctionLibrary_EqualEqual_AISpeed Parms{}; Parms.A = std::move(A); Parms.B = std::move(B); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAITouchTagInterface.GetTagForTouching // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class FName* OutTag (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ICyaAITouchTagInterface::GetTagForTouching(class FName* OutTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("CyaAITouchTagInterface", "GetTagForTouching"); Params::CyaAITouchTagInterface_GetTagForTouching Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutTag != nullptr) *OutTag = Parms.OutTag; } // Function CyaAI.CyaAIStateCondition.BP_Evaluate // (Event, Protected, BlueprintEvent, Const) // Parameters: // const class ACyaAIController* Controller (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UCyaStateMachineReaderComponent*Reader (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAIStateCondition::BP_Evaluate(const class ACyaAIController* Controller, const class UCyaStateMachineReaderComponent* Reader) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIStateCondition", "BP_Evaluate"); Params::CyaAIStateCondition_BP_Evaluate Parms{}; Parms.Controller = Controller; Parms.Reader = Reader; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function CyaAI.CyaAIStateSheet.OnEnter // (Event, Protected, BlueprintEvent, Const) // Parameters: // const class ACyaAIController* OwnerController (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class APawn* OwnerPawn (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIStateSheet::OnEnter(const class ACyaAIController* OwnerController, const class APawn* OwnerPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIStateSheet", "OnEnter"); Params::CyaAIStateSheet_OnEnter Parms{}; Parms.OwnerController = OwnerController; Parms.OwnerPawn = OwnerPawn; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIStateSheet.OnExit // (Event, Protected, BlueprintEvent, Const) // Parameters: // const class ACyaAIController* OwnerController (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class APawn* OwnerPawn (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIStateSheet::OnExit(const class ACyaAIController* OwnerController, const class APawn* OwnerPawn) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIStateSheet", "OnExit"); Params::CyaAIStateSheet_OnExit Parms{}; Parms.OwnerController = OwnerController; Parms.OwnerPawn = OwnerPawn; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAINoisyActor.OnHitOrBounced_BP // (Event, Protected, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // const float ImpactStrength (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void ACyaAINoisyActor::OnHitOrBounced_BP(const float ImpactStrength, class AActor* OtherActor, const struct FVector& NormalImpulse, const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINoisyActor", "OnHitOrBounced_BP"); Params::CyaAINoisyActor_OnHitOrBounced_BP Parms{}; Parms.ImpactStrength = ImpactStrength; Parms.OtherActor = OtherActor; Parms.NormalImpulse = std::move(NormalImpulse); Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAINoisyActor.OnHitOrBounced_Feedback_BP // (Event, Protected, HasOutParams, HasDefaults, BlueprintEvent) // Parameters: // class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void ACyaAINoisyActor::OnHitOrBounced_Feedback_BP(class AActor* OtherActor, const struct FVector& NormalImpulse, const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINoisyActor", "OnHitOrBounced_Feedback_BP"); Params::CyaAINoisyActor_OnHitOrBounced_Feedback_BP Parms{}; Parms.OtherActor = OtherActor; Parms.NormalImpulse = std::move(NormalImpulse); Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIPerceptibleComponent.GetPerceptionRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAIPerceptibleComponent::GetPerceptionRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptibleComponent", "GetPerceptionRatio"); Params::CyaAIPerceptibleComponent_GetPerceptionRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.AddGaugePausedState // (Final, Native, Public, BlueprintCallable) // Parameters: // EGaugePauseState State (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::AddGaugePausedState(EGaugePauseState State, class AActor* Target) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "AddGaugePausedState"); Params::CyaAIPerceptionGaugeComponent_AddGaugePausedState Parms{}; Parms.State = State; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.ClampPerceptionIntensityBetween // (Final, Native, Public, BlueprintCallable) // Parameters: // float MinValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::ClampPerceptionIntensityBetween(float MinValue, float MaxValue, class AActor* PerceptionTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "ClampPerceptionIntensityBetween"); Params::CyaAIPerceptionGaugeComponent_ClampPerceptionIntensityBetween Parms{}; Parms.MinValue = MinValue; Parms.MaxValue = MaxValue; Parms.PerceptionTarget = PerceptionTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetActiveBufferDetection // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAIPerceptionGaugeComponent::GetActiveBufferDetection(class AActor* Target) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetActiveBufferDetection"); Params::CyaAIPerceptionGaugeComponent_GetActiveBufferDetection Parms{}; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetMostRelevantStimulusForTarget // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus* OutStimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAIPerceptionGaugeComponent::GetMostRelevantStimulusForTarget(const class AActor* Target, struct FAIStimulus* OutStimulus, TSubclassOf ClassFilter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetMostRelevantStimulusForTarget"); Params::CyaAIPerceptionGaugeComponent_GetMostRelevantStimulusForTarget Parms{}; Parms.Target = Target; Parms.ClassFilter = ClassFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutStimulus != nullptr) *OutStimulus = std::move(Parms.OutStimulus); return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetStimulusSense // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FAIStimulus& Stimulus (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UCyaAIPerceptionGaugeComponent::GetStimulusSense(const struct FAIStimulus& Stimulus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStimulusSense"); Params::CyaAIPerceptionGaugeComponent_GetStimulusSense Parms{}; Parms.Stimulus = std::move(Stimulus); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetStrongestPerceptionInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool bActiveStimulusOnly (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool bSenseEnemiesOnly (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float IntensityFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FCyaAIPerceptionInfo ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic) struct FCyaAIPerceptionInfo UCyaAIPerceptionGaugeComponent::GetStrongestPerceptionInfo(const bool bActiveStimulusOnly, const bool bSenseEnemiesOnly, TSubclassOf ClassFilter, class AActor* PerceptionTarget, const float IntensityFilter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStrongestPerceptionInfo"); Params::CyaAIPerceptionGaugeComponent_GetStrongestPerceptionInfo Parms{}; Parms.bActiveStimulusOnly = bActiveStimulusOnly; Parms.bSenseEnemiesOnly = bSenseEnemiesOnly; Parms.ClassFilter = ClassFilter; Parms.PerceptionTarget = PerceptionTarget; Parms.IntensityFilter = IntensityFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.RemoveGaugePausedState // (Final, Native, Public, BlueprintCallable) // Parameters: // EGaugePauseState State (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::RemoveGaugePausedState(EGaugePauseState State, class AActor* Target) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "RemoveGaugePausedState"); Params::CyaAIPerceptionGaugeComponent_RemoveGaugePausedState Parms{}; Parms.State = State; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.ResetGauges // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::ResetGauges(class AActor* PerceptionTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "ResetGauges"); Params::CyaAIPerceptionGaugeComponent_ResetGauges Parms{}; Parms.PerceptionTarget = PerceptionTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.SetActiveBufferDetection // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::SetActiveBufferDetection(class AActor* Target, bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "SetActiveBufferDetection"); Params::CyaAIPerceptionGaugeComponent_SetActiveBufferDetection Parms{}; Parms.Target = Target; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.SetIconMaterialInstanceInfos // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class UTexture2D* IconTexture (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& Color (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::SetIconMaterialInstanceInfos(class UTexture2D* IconTexture, const struct FLinearColor& Color) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "SetIconMaterialInstanceInfos"); Params::CyaAIPerceptionGaugeComponent_SetIconMaterialInstanceInfos Parms{}; Parms.IconTexture = IconTexture; Parms.Color = std::move(Color); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetListActorTargettedByGauges // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray* OutActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // const float IntensityFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPerceptionGaugeComponent::GetListActorTargettedByGauges(TArray* OutActors, const float IntensityFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetListActorTargettedByGauges"); Params::CyaAIPerceptionGaugeComponent_GetListActorTargettedByGauges Parms{}; Parms.IntensityFilter = IntensityFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActors != nullptr) *OutActors = std::move(Parms.OutActors); } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetMostRecentStimulusPerceiveAge // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAIPerceptionGaugeComponent::GetMostRecentStimulusPerceiveAge(TSubclassOf ClassFilter) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetMostRecentStimulusPerceiveAge"); Params::CyaAIPerceptionGaugeComponent_GetMostRecentStimulusPerceiveAge Parms{}; Parms.ClassFilter = ClassFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetPerceptionIntensity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAIPerceptionGaugeComponent::GetPerceptionIntensity(class AActor* PerceptionTarget) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetPerceptionIntensity"); Params::CyaAIPerceptionGaugeComponent_GetPerceptionIntensity Parms{}; Parms.PerceptionTarget = PerceptionTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPerceptionGaugeComponent.GetStrongestPerceptionIntensity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAIPerceptionGaugeComponent::GetStrongestPerceptionIntensity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStrongestPerceptionIntensity"); Params::CyaAIPerceptionGaugeComponent_GetStrongestPerceptionIntensity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIVisibleActor.BP_IsPerceiveBy // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FAIStimulus& Stimulus (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIVisibleActor::BP_IsPerceiveBy(class ACyaAIController* Controller, const struct FAIStimulus& Stimulus, float Strength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIVisibleActor", "BP_IsPerceiveBy"); Params::CyaAIVisibleActor_BP_IsPerceiveBy Parms{}; Parms.Controller = Controller; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIVisibleActor.SetAsPerceptible // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIVisibleActor::SetAsPerceptible(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIVisibleActor", "SetAsPerceptible"); Params::CyaAIVisibleActor_SetAsPerceptible Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIVisibleActor.CanBeSeen_BP // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class AActor* ActorSeeing (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ACyaAIVisibleActor::CanBeSeen_BP(const class AActor* ActorSeeing) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIVisibleActor", "CanBeSeen_BP"); Params::CyaAIVisibleActor_CanBeSeen_BP Parms{}; Parms.ActorSeeing = ActorSeeing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIVisibleActor.ComputeSightFactor_BP // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ACyaAIVisibleActor::ComputeSightFactor_BP() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIVisibleActor", "ComputeSightFactor_BP"); Params::CyaAIVisibleActor_ComputeSightFactor_BP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAISense_Damage.ReportCyaDamageEvent // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& EventLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAISense_Damage::ReportCyaDamageEvent(class UObject* WorldContextObject, class AActor* DamagedActor, class AActor* Instigator, float DamageAmount, const struct FVector& EventLocation, const struct FVector& HitLocation, class FName Tag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAISense_Damage", "ReportCyaDamageEvent"); Params::CyaAISense_Damage_ReportCyaDamageEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.DamagedActor = DamagedActor; Parms.Instigator = Instigator; Parms.DamageAmount = DamageAmount; Parms.EventLocation = std::move(EventLocation); Parms.HitLocation = std::move(HitLocation); Parms.Tag = Tag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAISense_DamageDone.ReportDamageDoneEvent // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* DamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& EventLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAISense_DamageDone::ReportDamageDoneEvent(class UObject* WorldContextObject, class AActor* DamagedActor, class AActor* Instigator, float DamageAmount, const struct FVector& EventLocation, const struct FVector& HitLocation, class FName Tag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAISense_DamageDone", "ReportDamageDoneEvent"); Params::CyaAISense_DamageDone_ReportDamageDoneEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.DamagedActor = DamagedActor; Parms.Instigator = Instigator; Parms.DamageAmount = DamageAmount; Parms.EventLocation = std::move(EventLocation); Parms.HitLocation = std::move(HitLocation); Parms.Tag = Tag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAISense_Hearing.ReportCyaNoiseEvent // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NoiseLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfSoundEventConfig (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAISense_Hearing::ReportCyaNoiseEvent(class UObject* WorldContextObject, const struct FVector& NoiseLocation, TSubclassOf SoundEventConfig, class AActor* Instigator, class FName Tag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAISense_Hearing", "ReportCyaNoiseEvent"); Params::CyaAISense_Hearing_ReportCyaNoiseEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.NoiseLocation = std::move(NoiseLocation); Parms.SoundEventConfig = SoundEventConfig; Parms.Instigator = Instigator; Parms.Tag = Tag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaPerceptionShape.GetApertureAngle // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaPerceptionShape::GetApertureAngle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaPerceptionShape", "GetApertureAngle"); Params::CyaPerceptionShape_GetApertureAngle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaPerceptionShape.GetMaxDistance // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaPerceptionShape::GetMaxDistance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaPerceptionShape", "GetMaxDistance"); Params::CyaPerceptionShape_GetMaxDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAISenseStrengthCombiner.GetStrength // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class UCyaPerceptionShape* Shape (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* Source (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAISenseStrengthCombiner::GetStrength(const class UCyaPerceptionShape* Shape, const class AActor* Source, const class AActor* Target) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAISenseStrengthCombiner", "GetStrength"); Params::CyaAISenseStrengthCombiner_GetStrength Parms{}; Parms.Shape = Shape; Parms.Source = Source; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAISenseStrengthFunction.GetStrength // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const class UCyaPerceptionShape* Shape (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* Source (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UCyaAISenseStrengthFunction::GetStrength(const class UCyaPerceptionShape* Shape, const class AActor* Source, const class AActor* Target) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAISenseStrengthFunction", "GetStrength"); Params::CyaAISenseStrengthFunction_GetStrength Parms{}; Parms.Shape = Shape; Parms.Source = Source; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIJobBase.BP_OnStartJob // (Event, Protected, BlueprintEvent) // Parameters: // class ACyaAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaCharacter* AICharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnStartJob(class ACyaAIController* AIController, class ACyaCharacter* AICharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnStartJob"); Params::CyaAIJobBase_BP_OnStartJob Parms{}; Parms.AIController = AIController; Parms.AICharacter = AICharacter; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIJobBase.BP_OnStopJob // (Event, Protected, BlueprintEvent) // Parameters: // class ACyaAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaCharacter* AICharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnStopJob(class ACyaAIController* AIController, class ACyaCharacter* AICharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnStopJob"); Params::CyaAIJobBase_BP_OnStopJob Parms{}; Parms.AIController = AIController; Parms.AICharacter = AICharacter; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIJobBase.OnPerceiveNewThings // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::OnPerceiveNewThings(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveNewThings"); Params::CyaAIJobBase_OnPerceiveNewThings Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.OnPerceiveThingsEnded // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void UCyaAIJobBase::OnPerceiveThingsEnded(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsEnded"); Params::CyaAIJobBase_OnPerceiveThingsEnded Parms{}; Parms.AI = AI; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Stimulus != nullptr) *Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.OnPerceiveThingsEndedDelayed // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void UCyaAIJobBase::OnPerceiveThingsEndedDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsEndedDelayed"); Params::CyaAIJobBase_OnPerceiveThingsEndedDelayed Parms{}; Parms.AI = AI; Parms.Target = Target; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Stimulus != nullptr) *Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.OnPerceiveThingsStartDelayed // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::OnPerceiveThingsStartDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsStartDelayed"); Params::CyaAIJobBase_OnPerceiveThingsStartDelayed Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.OnPerceptionIntensityUpdated // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::OnPerceptionIntensityUpdated(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "OnPerceptionIntensityUpdated"); Params::CyaAIJobBase_OnPerceptionIntensityUpdated Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.BP_OnPerceiveNewThings // (Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnPerceiveNewThings(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveNewThings"); Params::CyaAIJobBase_BP_OnPerceiveNewThings Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; UObject::ProcessEvent(Func, &Parms); Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsEnded // (Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnPerceiveThingsEnded(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsEnded"); Params::CyaAIJobBase_BP_OnPerceiveThingsEnded Parms{}; Parms.AI = AI; Parms.Target = Target; UObject::ProcessEvent(Func, &Parms); if (Stimulus != nullptr) *Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsEndedDelayed // (Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnPerceiveThingsEndedDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsEndedDelayed"); Params::CyaAIJobBase_BP_OnPerceiveThingsEndedDelayed Parms{}; Parms.AI = AI; Parms.Target = Target; UObject::ProcessEvent(Func, &Parms); if (Stimulus != nullptr) *Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsStartDelayed // (Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnPerceiveThingsStartDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsStartDelayed"); Params::CyaAIJobBase_BP_OnPerceiveThingsStartDelayed Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; UObject::ProcessEvent(Func, &Parms); Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIJobBase.BP_OnPerceptionIntensityUpdated // (Event, Public, HasOutParams, BlueprintEvent, Const) // Parameters: // class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIJobBase::BP_OnPerceptionIntensityUpdated(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceptionIntensityUpdated"); Params::CyaAIJobBase_BP_OnPerceptionIntensityUpdated Parms{}; Parms.AI = AI; Parms.Target = Target; Parms.Stimulus = std::move(Stimulus); Parms.Strength = Strength; UObject::ProcessEvent(Func, &Parms); Stimulus = std::move(Parms.Stimulus); } // Function CyaAI.CyaAIController.ApplySensesConfigSheet // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOfSenseConfigSheet (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIController::ApplySensesConfigSheet(TSubclassOf SenseConfigSheet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "ApplySensesConfigSheet"); Params::CyaAIController_ApplySensesConfigSheet Parms{}; Parms.SenseConfigSheet = SenseConfigSheet; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.CopyPerceptionFrom // (Final, Native, Public, BlueprintCallable) // Parameters: // class ACyaAIController* SourceController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool bOnlyIfLower (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ACyaAIController::CopyPerceptionFrom(class ACyaAIController* SourceController, const bool bOnlyIfLower) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "CopyPerceptionFrom"); Params::CyaAIController_CopyPerceptionFrom Parms{}; Parms.SourceController = SourceController; Parms.bOnlyIfLower = bOnlyIfLower; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIController.RestartJob // (Final, Native, Public, BlueprintCallable) void ACyaAIController::RestartJob() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "RestartJob"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.SetAvailableForNewJob // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIController::SetAvailableForNewJob(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "SetAvailableForNewJob"); Params::CyaAIController_SetAvailableForNewJob Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.SetDetectionEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIController::SetDetectionEnabled(bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "SetDetectionEnabled"); Params::CyaAIController_SetDetectionEnabled Parms{}; Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.StartJob // (Native, Public, BlueprintCallable) // Parameters: // TSubclassOf NewJob (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIController::StartJob(TSubclassOf NewJob) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "StartJob"); Params::CyaAIController_StartJob Parms{}; Parms.NewJob = NewJob; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.StopCurrentJob // (Final, Native, Public, BlueprintCallable) void ACyaAIController::StopCurrentJob() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "StopCurrentJob"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIController.CanTakeNewJob // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ACyaAIController::CanTakeNewJob() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "CanTakeNewJob"); Params::CyaAIController_CanTakeNewJob Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIController.GetCurrentSensesConfigSheet // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class UCyaAISenseConfigSheet* ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const class UCyaAISenseConfigSheet* ACyaAIController::GetCurrentSensesConfigSheet() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "GetCurrentSensesConfigSheet"); Params::CyaAIController_GetCurrentSensesConfigSheet Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIController.GetPerceptionGaugeCasted // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOfPerceptionGaugeType (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCyaAIPerceptionGaugeComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UCyaAIPerceptionGaugeComponent* ACyaAIController::GetPerceptionGaugeCasted(TSubclassOf PerceptionGaugeType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIController", "GetPerceptionGaugeCasted"); Params::CyaAIController_GetPerceptionGaugeCasted Parms{}; Parms.PerceptionGaugeType = PerceptionGaugeType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIDirector.OnAIEnterState_BP // (Event, Public, BlueprintEvent) // Parameters: // class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UCyaAIStateSheet* State (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIDirector::OnAIEnterState_BP(class ACyaAIController* Controller, const class UCyaAIStateSheet* State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIDirector", "OnAIEnterState_BP"); Params::CyaAIDirector_OnAIEnterState_BP Parms{}; Parms.Controller = Controller; Parms.State = State; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIDirector.OnAILeaveState_BP // (Event, Public, BlueprintEvent) // Parameters: // class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UCyaAIStateSheet* State (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIDirector::OnAILeaveState_BP(class ACyaAIController* Controller, const class UCyaAIStateSheet* State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIDirector", "OnAILeaveState_BP"); Params::CyaAIDirector_OnAILeaveState_BP Parms{}; Parms.Controller = Controller; Parms.State = State; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIDirector.ResetPerceptionOnAllAliveAI // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ObjectFilter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIDirector::ResetPerceptionOnAllAliveAI(class AActor* ObjectFilter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIDirector", "ResetPerceptionOnAllAliveAI"); Params::CyaAIDirector_ResetPerceptionOnAllAliveAI Parms{}; Parms.ObjectFilter = ObjectFilter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIDirector.SetDetectionEnabledOnAllAliveAIS // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIDirector::SetDetectionEnabledOnAllAliveAIS(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIDirector", "SetDetectionEnabledOnAllAliveAIS"); Params::CyaAIDirector_SetDetectionEnabledOnAllAliveAIS Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIDirector.CollectAndSortAIAround // (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, Const) // Parameters: // const struct FVector& CollectOriginActor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& SortOriginLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ACyaAIDirector::CollectAndSortAIAround(const struct FVector& CollectOriginActor, const struct FVector& SortOriginLocation, float MaxDistance) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIDirector", "CollectAndSortAIAround"); Params::CyaAIDirector_CollectAndSortAIAround Parms{}; Parms.CollectOriginActor = std::move(CollectOriginActor); Parms.SortOriginLocation = std::move(SortOriginLocation); Parms.MaxDistance = MaxDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAISettings.GetSpeedList // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FCyaAIGabaritHandle& Gabarit (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FCyaAISpeedHandle ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) const struct FCyaAISpeedHandle UCyaAISettings::GetSpeedList(const struct FCyaAIGabaritHandle& Gabarit) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAISettings", "GetSpeedList"); Params::CyaAISettings_GetSpeedList Parms{}; Parms.Gabarit = std::move(Gabarit); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIWorldSubsystem.GetAIDirector // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ACyaAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ACyaAIDirector* UCyaAIWorldSubsystem::GetAIDirector() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIWorldSubsystem", "GetAIDirector"); Params::CyaAIWorldSubsystem_GetAIDirector Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIWorldSubsystem.GetAIDirectorCasted // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOf DirectorType (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ACyaAIDirector* UCyaAIWorldSubsystem::GetAIDirectorCasted(TSubclassOf DirectorType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIWorldSubsystem", "GetAIDirectorCasted"); Params::CyaAIWorldSubsystem_GetAIDirectorCasted Parms{}; Parms.DirectorType = DirectorType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAINavArea.IsMovementFinished // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAINavArea::IsMovementFinished(class AAIController* Controller) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINavArea", "IsMovementFinished"); Params::CyaAINavArea_IsMovementFinished Parms{}; Parms.Controller = Controller; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAINavArea.OnEnteringArea // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const) // Parameters: // class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& StartPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Endpoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAINavArea::OnEnteringArea(class AAIController* Controller, const struct FVector& StartPoint, const struct FVector& Endpoint) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINavArea", "OnEnteringArea"); Params::CyaAINavArea_OnEnteringArea Parms{}; Parms.Controller = Controller; Parms.StartPoint = std::move(StartPoint); Parms.Endpoint = std::move(Endpoint); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAINavArea.OnLeavingArea // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const) // Parameters: // class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& StartPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Endpoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAINavArea::OnLeavingArea(class AAIController* Controller, const struct FVector& StartPoint, const struct FVector& Endpoint) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINavArea", "OnLeavingArea"); Params::CyaAINavArea_OnLeavingArea Parms{}; Parms.Controller = Controller; Parms.StartPoint = std::move(StartPoint); Parms.Endpoint = std::move(Endpoint); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAINavigationHelper.CyaAINavigationRaycast // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, Const) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector* outHitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& RayStart (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& RayEnd (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ZThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfFilterClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AController* Querier (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAINavigationHelper::CyaAINavigationRaycast(class UObject* WorldContextObject, struct FVector* outHitLocation, const struct FVector& RayStart, const struct FVector& RayEnd, float ZThreshold, TSubclassOf FilterClass, class AController* Querier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAINavigationHelper", "CyaAINavigationRaycast"); Params::CyaAINavigationHelper_CyaAINavigationRaycast Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.RayStart = std::move(RayStart); Parms.RayEnd = std::move(RayEnd); Parms.ZThreshold = ZThreshold; Parms.FilterClass = FilterClass; Parms.Querier = Querier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (outHitLocation != nullptr) *outHitLocation = std::move(Parms.outHitLocation); return Parms.ReturnValue; } // Function CyaAI.CyaAINavigationHelper.CyaAIProjectDownwardToNavigation // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, Const) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector* OutLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& ExtentDownward (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AAIController* AICon (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCyaAINavigationHelper::CyaAIProjectDownwardToNavigation(class UObject* WorldContextObject, const struct FVector& Point, struct FVector* OutLocation, const struct FVector& ExtentDownward, const class AAIController* AICon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("CyaAINavigationHelper", "CyaAIProjectDownwardToNavigation"); Params::CyaAINavigationHelper_CyaAIProjectDownwardToNavigation Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Point = std::move(Point); Parms.ExtentDownward = std::move(ExtentDownward); Parms.AICon = AICon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutLocation != nullptr) *OutLocation = std::move(Parms.OutLocation); return Parms.ReturnValue; } // Function CyaAI.CyaAINavigationSystem.UpdateActorOctree // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAINavigationSystem::UpdateActorOctree(class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINavigationSystem", "UpdateActorOctree"); Params::CyaAINavigationSystem_UpdateActorOctree Parms{}; Parms.Actor = Actor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAINavigationSystem.UpdateCompOctree // (Final, Native, Public, BlueprintCallable) // Parameters: // class UActorComponent* Comp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAINavigationSystem::UpdateCompOctree(class UActorComponent* Comp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAINavigationSystem", "UpdateCompOctree"); Params::CyaAINavigationSystem_UpdateCompOctree Parms{}; Parms.Comp = Comp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPathFollowingComponent.SetBackTrackHistoryEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool bNewEnabled (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPathFollowingComponent::SetBackTrackHistoryEnabled(const bool bNewEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPathFollowingComponent", "SetBackTrackHistoryEnabled"); Params::CyaAIPathFollowingComponent_SetBackTrackHistoryEnabled Parms{}; Parms.bNewEnabled = bNewEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolFollowingComponent.AssignNewPatrolNode // (Final, Native, Public, BlueprintCallable) // Parameters: // TSoftObjectPtr NewPatrolNode (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCyaAIPatrolFollowingComponent::AssignNewPatrolNode(TSoftObjectPtr NewPatrolNode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "AssignNewPatrolNode"); Params::CyaAIPatrolFollowingComponent_AssignNewPatrolNode Parms{}; Parms.NewPatrolNode = NewPatrolNode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolFollowingComponent.ResumeAfterLinkedObject // (Final, Native, Public, BlueprintCallable) void UCyaAIPatrolFollowingComponent::ResumeAfterLinkedObject() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "ResumeAfterLinkedObject"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolFollowingComponent.ResumePatrol // (Native, Public, BlueprintCallable) void UCyaAIPatrolFollowingComponent::ResumePatrol() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "ResumePatrol"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolFollowingComponent.StopPatrol // (Native, Public, BlueprintCallable) void UCyaAIPatrolFollowingComponent::StopPatrol() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "StopPatrol"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolNode.BP_RefreshVisual // (Event, Public, BlueprintEvent) // Parameters: // const bool bIsSelected (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIPatrolNode::BP_RefreshVisual(const bool bIsSelected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolNode", "BP_RefreshVisual"); Params::CyaAIPatrolNode_BP_RefreshVisual Parms{}; Parms.bIsSelected = bIsSelected; UObject::ProcessEvent(Func, &Parms); } // Function CyaAI.CyaAIPatrolNode.NavigationBuilt // (Final, Native, Public) // Parameters: // class ANavigationData* NavData (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIPatrolNode::NavigationBuilt(class ANavigationData* NavData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolNode", "NavigationBuilt"); Params::CyaAIPatrolNode_NavigationBuilt Parms{}; Parms.NavData = NavData; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolNode.RemoveUser // (Final, Native, Public) // Parameters: // class AActor* User (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIPatrolNode::RemoveUser(class AActor* User) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolNode", "RemoveUser"); Params::CyaAIPatrolNode_RemoveUser Parms{}; Parms.User = User; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolNodeCondition.GetNextNodeIndex // (Native, Event, Public, BlueprintEvent) // Parameters: // const class ACyaAIPatrolNode* PatrolNode (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UCyaAIPatrolNodeCondition::GetNextNodeIndex(const class ACyaAIPatrolNode* PatrolNode, class ACyaAIController* Controller) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolNodeCondition", "GetNextNodeIndex"); Params::CyaAIPatrolNodeCondition_GetNextNodeIndex Parms{}; Parms.PatrolNode = PatrolNode; Parms.Controller = Controller; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPatrolNodeCondition.GetPreviousNodeIndex // (Native, Event, Public, BlueprintEvent) // Parameters: // const class ACyaAIPatrolNode* PatrolNode (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UCyaAIPatrolNodeCondition::GetPreviousNodeIndex(const class ACyaAIPatrolNode* PatrolNode, class ACyaAIController* Controller) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolNodeCondition", "GetPreviousNodeIndex"); Params::CyaAIPatrolNodeCondition_GetPreviousNodeIndex Parms{}; Parms.PatrolNode = PatrolNode; Parms.Controller = Controller; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CyaAI.CyaAIPatrolSynchronizer.ClearWaitingUser // (Final, Native, Private, BlueprintCallable) void ACyaAIPatrolSynchronizer::ClearWaitingUser() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolSynchronizer", "ClearWaitingUser"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CyaAI.CyaAIPatrolSynchronizer.OnUsersSynchronized_BP // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const TArray& SyncCharacters (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const bool bSyncSuccess (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ACyaAIPatrolSynchronizer::OnUsersSynchronized_BP(const TArray& SyncCharacters, const bool bSyncSuccess) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("CyaAIPatrolSynchronizer", "OnUsersSynchronized_BP"); Params::CyaAIPatrolSynchronizer_OnUsersSynchronized_BP Parms{}; Parms.SyncCharacters = std::move(SyncCharacters); Parms.bSyncSuccess = bSyncSuccess; UObject::ProcessEvent(Func, &Parms); } }