#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Functions_AbstractCharacter #include "Basic.hpp" #include "DynamicCombatSystem_classes.hpp" namespace SDK { // BlueprintGeneratedClass Functions_AbstractCharacter.Functions_AbstractCharacter_C // 0x0000 (0x09D0 - 0x09D0) class AFunctions_AbstractCharacter_C : public ADSCCharacter { public: void GetMyAIComp(class UAI_Component_C** AI_Comp); void GetMyAIQuery(class UAIQueryActionCollectorComponent_C** AIQueryActionCollectorComponent); void GetMyBehavior(class UBehaviorComponent_C** BehaviorComp); void GetMyBendingComponent(class UPN_Bending_Component_C** PN_Bending_Component); void GetMyBuffComp(class UBuffComponent_C** BuffComponent); void GetMyCollisionHandler(class UCollisionHandlerComponent_C** CollisionHandler); void GetMyDerivantComp(class UDerivantComponent_C** DerivantComponent); void GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp); void GetMyEffects(class UEffectsComponent_C** EffectsComp); void GetMyEquip(class UEquipmentComponent_C** Equip); void GetMyHealth(class UExtendedStatComponent_C** Health); void GetMyInteracitveWorldComponent(class UInteractiveWorldComponent_C** NewParam); class UMagicComponent_C* GetMyMagicComponent(); void GetMyMontages(class UMontageManagerComponent_C** Montages); void GetMyParticleComp(class UParticleComponent_C** ParticleComponent); void GetMyParticleEffect(class UParticleEffectComponent_C** ParticleEffectComponent); void GetMyPhysicReaction(class UPhysicReactionComponent_C** PhysicReaction); void GetMyProperty(class UCharacterPropertyComponent_C** Property); void GetMyRotateComp(class URotatingComponent_C** RotateComp); void GetMySpeed(class UMovementSpeedComponent_C** Speed); void GetMyStamina(class UExtendedStatComponent_Stamina_C** Stamina); void GetMyStateManagerComp(class UStateManagerComponent_C** StateManagerComp); void GetMyStatsManager(class UStatsManagerComponent_C** StatsManagerComp); void GetMyToleranceComp(class UToleranceComponent_C** ToleranceComponent); void GetMyTrapComp(class UTrapComponent_C** TrapComp); void GetMyWeaponLoop(class UWeaponLoopComponent_C** WeaponLoopComponent); public: static class UClass* StaticClass() { BP_STATIC_CLASS_IMPL("Functions_AbstractCharacter_C") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"Functions_AbstractCharacter_C") } static class AFunctions_AbstractCharacter_C* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_AFunctions_AbstractCharacter_C; }