#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: BP_BaseAIController #include "Basic.hpp" #include "BP_BaseAIController_classes.hpp" #include "BP_BaseAIController_parameters.hpp" namespace SDK { // Function BP_BaseAIController.BP_BaseAIController_C.ActiveAINeedLink // (BlueprintCallable, BlueprintEvent) // Parameters: // class ANewActiveAI_Volume_C* ActiveSource_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ActiveAINeedLink(class ANewActiveAI_Volume_C* ActiveSource_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ActiveAINeedLink"); Params::BP_BaseAIController_C_ActiveAINeedLink Parms{}; Parms.ActiveSource_0 = ActiveSource_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ActiveByEvent // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Target_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ActiveByEvent(class AActor* Target_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ActiveByEvent"); Params::BP_BaseAIController_C_ActiveByEvent Parms{}; Parms.Target_0 = Target_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ADD_DebugLog // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& str (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ADD_DebugLog(const class FString& str) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ADD_DebugLog"); Params::BP_BaseAIController_C_ADD_DebugLog Parms{}; Parms.str = std::move(str); UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.AfterEffect // (BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* AtkPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::AfterEffect(class AActor* AtkPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "AfterEffect"); Params::BP_BaseAIController_C_AfterEffect Parms{}; Parms.AtkPlayer = AtkPlayer; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.AfterTakeDamage // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FF_HitData& HitData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash) void ABP_BaseAIController_C::AfterTakeDamage(const struct FF_HitData& HitData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "AfterTakeDamage"); Params::BP_BaseAIController_C_AfterTakeDamage Parms{}; Parms.HitData = std::move(HitData); UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature // (BlueprintEvent) // Parameters: // class AActor* FindTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature(class AActor* FindTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature"); Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature Parms{}; Parms.FindTarget = FindTarget; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature // (BlueprintEvent) // Parameters: // class AActor* LoseTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature(class AActor* LoseTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature"); Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature Parms{}; Parms.LoseTarget = LoseTarget; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature // (BlueprintEvent) // Parameters: // bool Retreating (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool isLong (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature(bool Retreating, bool isLong) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature"); Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature Parms{}; Parms.Retreating = Retreating; Parms.isLong = isLong; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.BossAddTargetPlayer // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_CombatCharacter_C* HatePlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::BossAddTargetPlayer(class ABP_CombatCharacter_C* HatePlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "BossAddTargetPlayer"); Params::BP_BaseAIController_C_BossAddTargetPlayer Parms{}; Parms.HatePlayer = HatePlayer; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.CanSetMovementMode // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::CanSetMovementMode(bool* NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "CanSetMovementMode"); Params::BP_BaseAIController_C_CanSetMovementMode Parms{}; UObject::ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = Parms.NewParam; } // Function BP_BaseAIController.BP_BaseAIController_C.ChangeAlertStatu // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_AlertStatu NewStatu (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Force (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ChangeAlertStatu(E_AlertStatu NewStatu, bool Force) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ChangeAlertStatu"); Params::BP_BaseAIController_C_ChangeAlertStatu Parms{}; Parms.NewStatu = NewStatu; Parms.Force = Force; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ClearAllTargets // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::ClearAllTargets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ClearAllTargets"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.CLoseAllTargetsAndAlertUpdate // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::CLoseAllTargetsAndAlertUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "CLoseAllTargetsAndAlertUpdate"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.DeactiveSense // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // uint8 A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_BaseAIController_C::DeactiveSense(uint8 A) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "DeactiveSense"); Params::BP_BaseAIController_C_DeactiveSense Parms{}; Parms.A = A; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_BaseAIController.BP_BaseAIController_C.DebugMsg // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& InString (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_BaseAIController_C::DebugMsg(const class FString& InString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "DebugMsg"); Params::BP_BaseAIController_C_DebugMsg Parms{}; Parms.InString = std::move(InString); UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.EnableAlertPerception // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const bool bEnable (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::EnableAlertPerception(const bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "EnableAlertPerception"); Params::BP_BaseAIController_C_EnableAlertPerception Parms{}; Parms.bEnable = bEnable; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ExecuteUbergraph_BP_BaseAIController // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ExecuteUbergraph_BP_BaseAIController(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ExecuteUbergraph_BP_BaseAIController"); Params::BP_BaseAIController_C_ExecuteUbergraph_BP_BaseAIController Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ExtendExecuteAttackTimer // (BlueprintCallable, BlueprintEvent) // Parameters: // double NewAnimDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ExtendExecuteAttackTimer(double NewAnimDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ExtendExecuteAttackTimer"); Params::BP_BaseAIController_C_ExtendExecuteAttackTimer Parms{}; Parms.NewAnimDuration = NewAnimDuration; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.FlushEnableSense // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::FlushEnableSense() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "FlushEnableSense"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.ForcedOutCambat // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::ForcedOutCambat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ForcedOutCambat"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.Get_AllDebugLog // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FString* NewParam (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash) void ABP_BaseAIController_C::Get_AllDebugLog(class FString* NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "Get_AllDebugLog"); Params::BP_BaseAIController_C_Get_AllDebugLog Parms{}; UObject::ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = std::move(Parms.NewParam); } // Function BP_BaseAIController.BP_BaseAIController_C.GetHateExtraTime // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AActor* AttackTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_BaseAIController_C::GetHateExtraTime(class AActor* AttackTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "GetHateExtraTime"); Params::BP_BaseAIController_C_GetHateExtraTime Parms{}; Parms.AttackTarget = AttackTarget; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_BaseAIController.BP_BaseAIController_C.GetMechworksState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* MechworksState_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::GetMechworksState(bool* MechworksState_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "GetMechworksState"); Params::BP_BaseAIController_C_GetMechworksState Parms{}; UObject::ProcessEvent(Func, &Parms); if (MechworksState_0 != nullptr) *MechworksState_0 = Parms.MechworksState_0; } // Function BP_BaseAIController.BP_BaseAIController_C.GetMyCharacterShound // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UCharacterSoundComponent_C** CharacterSound (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "GetMyCharacterShound"); Params::BP_BaseAIController_C_GetMyCharacterShound Parms{}; UObject::ProcessEvent(Func, &Parms); if (CharacterSound != nullptr) *CharacterSound = Parms.CharacterSound; } // Function BP_BaseAIController.BP_BaseAIController_C.GetPawn // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_BaseAI_C** Pawn_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::GetPawn(class ABP_BaseAI_C** Pawn_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "GetPawn"); Params::BP_BaseAIController_C_GetPawn Parms{}; UObject::ProcessEvent(Func, &Parms); if (Pawn_0 != nullptr) *Pawn_0 = Parms.Pawn_0; } // Function BP_BaseAIController.BP_BaseAIController_C.GetTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor** Target_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::GetTarget(class AActor** Target_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "GetTarget"); Params::BP_BaseAIController_C_GetTarget Parms{}; UObject::ProcessEvent(Func, &Parms); if (Target_0 != nullptr) *Target_0 = Parms.Target_0; } // Function BP_BaseAIController.BP_BaseAIController_C.ImplOnTargetMockedUpdated // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* NewTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ImplOnTargetMockedUpdated(class AActor* NewTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ImplOnTargetMockedUpdated"); Params::BP_BaseAIController_C_ImplOnTargetMockedUpdated Parms{}; Parms.NewTarget = NewTarget; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.Initialize // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::Initialize() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "Initialize"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.Inner Set Warn Target // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* MaybeWarnTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::Inner_Set_Warn_Target(class AActor* MaybeWarnTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "Inner Set Warn Target"); Params::BP_BaseAIController_C_Inner_Set_Warn_Target Parms{}; Parms.MaybeWarnTarget = MaybeWarnTarget; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.IsAlertBarInViewport // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const struct FVector2D& InVec (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_BaseAIController_C::IsAlertBarInViewport(const struct FVector2D& InVec) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "IsAlertBarInViewport"); Params::BP_BaseAIController_C_IsAlertBarInViewport Parms{}; Parms.InVec = std::move(InVec); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_BaseAIController.BP_BaseAIController_C.LoadGlobalConfig // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::LoadGlobalConfig() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "LoadGlobalConfig"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.On Permanet Target End Play // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::On_Permanet_Target_End_Play(class AActor* Actor, EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "On Permanet Target End Play"); Params::BP_BaseAIController_C_On_Permanet_Target_End_Play Parms{}; Parms.Actor = Actor; Parms.EndPlayReason = EndPlayReason; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.OnCGPlay_Event // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Playing (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool FollowCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::OnCGPlay_Event(bool Playing, bool FollowCamera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "OnCGPlay_Event"); Params::BP_BaseAIController_C_OnCGPlay_Event Parms{}; Parms.Playing = Playing; Parms.FollowCamera = FollowCamera; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.OnInCombatChanged // (BlueprintCallable, BlueprintEvent) // Parameters: // bool IsInCombat_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::OnInCombatChanged(bool IsInCombat_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "OnInCombatChanged"); Params::BP_BaseAIController_C_OnInCombatChanged Parms{}; Parms.IsInCombat_0 = IsInCombat_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.OnTargetMockedUpdated // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InMockedTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::OnTargetMockedUpdated(class AActor* InMockedTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "OnTargetMockedUpdated"); Params::BP_BaseAIController_C_OnTargetMockedUpdated Parms{}; Parms.InMockedTarget = InMockedTarget; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.OnTargetPerceptionUpdated // (BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FAIStimulus& Stimulus (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) void ABP_BaseAIController_C::OnTargetPerceptionUpdated(class AActor* Actor, const struct FAIStimulus& Stimulus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "OnTargetPerceptionUpdated"); Params::BP_BaseAIController_C_OnTargetPerceptionUpdated Parms{}; Parms.Actor = Actor; Parms.Stimulus = std::move(Stimulus); UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ReceiveBeginPlay // (Event, Protected, BlueprintEvent) void ABP_BaseAIController_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.ReceivePossess // (Event, Protected, BlueprintEvent) // Parameters: // class APawn* PossessedPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ReceivePossess(class APawn* PossessedPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ReceivePossess"); Params::BP_BaseAIController_C_ReceivePossess Parms{}; Parms.PossessedPawn = PossessedPawn; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ReceiveTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ReceiveTick(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ReceiveTick"); Params::BP_BaseAIController_C_ReceiveTick Parms{}; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.RegisterAILevel // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::RegisterAILevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "RegisterAILevel"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.ResetIdleState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::ResetIdleState(double Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ResetIdleState"); Params::BP_BaseAIController_C_ResetIdleState Parms{}; Parms.Delay = Delay; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.RestartRunLogic // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::RestartRunLogic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "RestartRunLogic"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.RestCanUpdate // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::RestCanUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "RestCanUpdate"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.SelectNewTarget // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::SelectNewTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SelectNewTarget"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.SetCurrentTarget // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* NewTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& Tag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_BaseAIController_C::SetCurrentTarget(class AActor* NewTarget, const class FString& Tag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SetCurrentTarget"); Params::BP_BaseAIController_C_SetCurrentTarget Parms{}; Parms.NewTarget = NewTarget; Parms.Tag = std::move(Tag); UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.SetEnableBreak // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::SetEnableBreak(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SetEnableBreak"); Params::BP_BaseAIController_C_SetEnableBreak Parms{}; Parms.Enable = Enable; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.SetIsInCombat // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::SetIsInCombat(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SetIsInCombat"); Params::BP_BaseAIController_C_SetIsInCombat Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.SetMechworksState // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::SetMechworksState(bool NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SetMechworksState"); Params::BP_BaseAIController_C_SetMechworksState Parms{}; Parms.NewState = NewState; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.ShowAlertProcess // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::ShowAlertProcess() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "ShowAlertProcess"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.SkipSlowTick // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_BaseAIController_C::SkipSlowTick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SkipSlowTick"); Params::BP_BaseAIController_C_SkipSlowTick Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_BaseAIController.BP_BaseAIController_C.StartRunLogic // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::StartRunLogic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "StartRunLogic"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.StopRuningLogic // (BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::StopRuningLogic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "StopRuningLogic"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.SyncAIState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ADCS_AIState_C* State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::SyncAIState(class ADCS_AIState_C* State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "SyncAIState"); Params::BP_BaseAIController_C_SyncAIState Parms{}; Parms.State = State; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.TargetInSightSensedOrSightMem // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const class AActor*& CheckTarget (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_BaseAIController_C::TargetInSightSensedOrSightMem(const class AActor*& CheckTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "TargetInSightSensedOrSightMem"); Params::BP_BaseAIController_C_TargetInSightSensedOrSightMem Parms{}; Parms.CheckTarget = CheckTarget; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_BaseAIController.BP_BaseAIController_C.TickUpdateSense // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::TickUpdateSense() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "TickUpdateSense"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.TimerCallBackUpdateMovement // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::TimerCallBackUpdateMovement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "TimerCallBackUpdateMovement"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.Update Alert and Targets // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double IntDelta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool MakeNoise_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::Update_Alert_and_Targets(double IntDelta, bool MakeNoise_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "Update Alert and Targets"); Params::BP_BaseAIController_C_Update_Alert_and_Targets Parms{}; Parms.IntDelta = IntDelta; Parms.MakeNoise_0 = MakeNoise_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.UpdateSenseTarget // (Public, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::UpdateSenseTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "UpdateSenseTarget"); UObject::ProcessEvent(Func, nullptr); } // Function BP_BaseAIController.BP_BaseAIController_C.UpdateSlowTick // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // EDCSSlowTick SlowTick (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_BaseAIController_C::UpdateSlowTick(EDCSSlowTick SlowTick) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "UpdateSlowTick"); Params::BP_BaseAIController_C_UpdateSlowTick Parms{}; Parms.SlowTick = SlowTick; UObject::ProcessEvent(Func, &Parms); } // Function BP_BaseAIController.BP_BaseAIController_C.特殊阵营判断 // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_BaseAIController_C::特殊阵营判断() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_BaseAIController_C", "特殊阵营判断"); UObject::ProcessEvent(Func, nullptr); } }