#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AbstractCharacter #include "Basic.hpp" #include "ST_CharacterConfig_structs.hpp" #include "E_Direction_structs.hpp" #include "E_MeleeAttackType_structs.hpp" #include "F_DamagePartParam_structs.hpp" #include "E_DestructSize_structs.hpp" #include "GameplayTags_structs.hpp" #include "Engine_structs.hpp" #include "E_Activity_structs.hpp" #include "E_State_structs.hpp" #include "E_ImmortalType_structs.hpp" #include "E_MontageAction_structs.hpp" #include "E_AttackResult_structs.hpp" #include "E_BloodDirectionRule_structs.hpp" #include "E_EffectType_structs.hpp" #include "E_DeathCollisionType_structs.hpp" #include "E_CollisionPart_structs.hpp" #include "Functions_AbstractCharacter_classes.hpp" #include "E_AIQueryAction_structs.hpp" #include "EngineCustomized_structs.hpp" #include "E_ImpactType_structs.hpp" #include "CoreUObject_structs.hpp" #include "E_StunType_structs.hpp" #include "E_ApplyEffectMethod_structs.hpp" #include "E_RotationMode_structs.hpp" #include "E_ItemType_structs.hpp" #include "E_PairedAnimMovingType_structs.hpp" #include "E_CombatType_structs.hpp" #include "E_InputBufferKey_structs.hpp" namespace SDK { // BlueprintGeneratedClass AbstractCharacter.AbstractCharacter_C // 0x04E0 (0x0EB0 - 0x09D0) #pragma pack(push, 0x1) class alignas(0x10) AAbstractCharacter_C : public AFunctions_AbstractCharacter_C { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x09D0(0x0008)(ZeroConstructor, Transient, DuplicateTransient) class UHitPhysicsEffectComponent_C* HitPhysicsEffectComponent; // 0x09D8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class UAC_DissolveControllComponent_C* AC_DissolveControllComponent; // 0x09E0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class UAC_DissolveComponent_C* AC_DissolveComponent; // 0x09E8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class USnowCaptureComponent_C* SnowCaptureComponent; // 0x09F0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class UAudioComponent* Audio; // 0x09F8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) class UPN_Bending_Component_C* PN_Bending_Component; // 0x0A00(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) struct FST_CharacterConfig CharacterConfig; // 0x0A08(0x00B0)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash) double SpeedLastTick; // 0x0AB8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double FBlockAlpha; // 0x0AC0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double FAimAlpha; // 0x0AC8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool BSlowMotion; // 0x0AD0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_AD1[0x7]; // 0x0AD1(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) double SpeedCurrentTick; // 0x0AD8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double FLadderBlenderTime; // 0x0AE0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool BLadderAnimNextFrame; // 0x0AE8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_AE9[0x3]; // 0x0AE9(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) int32 MeleeAttackCounter; // 0x0AEC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) E_MeleeAttackType CurrentAttackType; // 0x0AF0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_AF1[0x7]; // 0x0AF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) class UAnimMontage* PresetDeathMontage; // 0x0AF8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) class UAnimSequence* PresetDeathAnimation; // 0x0B00(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) E_Direction LastRecieveHitDirection; // 0x0B08(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_B09[0x7]; // 0x0B09(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) class UDataTable* ActiveMontageProfile; // 0x0B10(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) TArray AccumulateStates; // 0x0B18(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference) TArray temp_sockets; // 0x0B28(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance) double StaticRotateSpeed; // 0x0B38(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) TArray temp_collision_parts; // 0x0B40(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference) TMulticastInlineDelegate AnimProfileChanged; // 0x0B50(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) class UAnimMontage* WaitMentageToChangeWeapon; // 0x0B60(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) class UAnimMontage* lastSelectMontage; // 0x0B68(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) TMulticastInlineDelegate& GenerateSphereId)> StopGenerateSpheres; // 0x0B70(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) double ExectedAngleDot; // 0x0B80(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class USMDCSCharacterCallerEntry* StateMgr; // 0x0B88(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) class UDCSSMContext_C* StateContext; // 0x0B90(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) E_DestructSize 体型; // 0x0B98(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_B99[0x7]; // 0x0B99(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) TMulticastInlineDelegate OnUsingCaculateDamage; // 0x0BA0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate OnBeforeMontageActionStartPlay; // 0x0BB0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate DeathComplete; // 0x0BC0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate UnableLockTarget; // 0x0BD0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate OnAttackResult; // 0x0BE0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) E_BloodDirectionRule 飙血规则; // 0x0BF0(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_BF1[0x7]; // 0x0BF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) TArray 不可被背后蓄力打出带处决体型; // 0x0BF8(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance) E_DeathCollisionType DeathCollisionType; // 0x0C08(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_C09[0x7]; // 0x0C09(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) double 完全开启布娃娃的时候降速百分比; // 0x0C10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double 布娃娃检查形体额外的大小; // 0x0C18(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) TMap 布娃娃检查的形体名称; // 0x0C20(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance) double 强制启动物理的时间_死亡动画的百分比_; // 0x0C70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) TMap RagdollCheckBody; // 0x0C78(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference) bool RagdollCheckStart; // 0x0CC8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool PreRagdollCheckStart; // 0x0CC9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_CCA[0x6]; // 0x0CCA(0x0006)(Fixing Size After Last Property [ Dumper-7 ]) TMap CollisionRadius; // 0x0CD0(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance) class UDataTable* HitShakeTable; // 0x0D20(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) bool FakeImmortal_SingleFrame; // 0x0D28(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_D29[0x7]; // 0x0D29(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) TMap AnimItemActor; // 0x0D30(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance) TMulticastInlineDelegate OnFullyOpenRagdoll; // 0x0D80(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) bool PreRagdollFullyOpen; // 0x0D90(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool FullyOpenSimulatePhysics; // 0x0D91(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_D92[0x6]; // 0x0D92(0x0006)(Fixing Size After Last Property [ Dumper-7 ]) TArray CharacterDynamicMark; // 0x0D98(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance) TMap 角色所有攻击附带的额外属性; // 0x0DA8(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance) double 可处决高度差; // 0x0DF8(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) TMulticastInlineDelegate OnApplyedEffectToOtherCharacter; // 0x0E00(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) double 根据移动速度给物理对象施加的冲击力缩放; // 0x0E10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double 根据移动速度给物理对象施加的冲击力缩放_人形_; // 0x0E18(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AnimationCloseCollision; // 0x0E20(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_E21[0x3]; // 0x0E21(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) class FName 受击后的飙血效果重定向; // 0x0E24(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_E2C[0x4]; // 0x0E2C(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) double AttackCounterAccelerate; // 0x0E30(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) int32 LastAttackCounter; // 0x0E38(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool PauseMove; // 0x0E3C(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_E3D[0x3]; // 0x0E3D(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) class FName NowMontageSectionName; // 0x0E40(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) TMulticastInlineDelegate OnCountChange; // 0x0E48(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate AnimationCallbackByDefault; // 0x0E58(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) E_MontageAction LastAttackAction; // 0x0E68(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_E69[0x7]; // 0x0E69(0x0007)(Fixing Size After Last Property [ Dumper-7 ]) double 消散结束后多久销毁Actor; // 0x0E70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class UAnimMontage* CurrentDeathMontage; // 0x0E78(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash) int32 CurrentRagdollDampingLevel; // 0x0E80(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) uint8 Pad_E84[0x4]; // 0x0E84(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) TMulticastInlineDelegate OnForceIdleAnimationUpdate; // 0x0E88(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) TMulticastInlineDelegate OnPTConsume; // 0x0E98(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) public: void ActiveRagdollEvent(); void AddForceToPhysBodyWhenOverlaped(const struct FHitResult& Hit); void AddSpecialAccum(const struct FGameplayTag& FirstEffect, double FirstParam); void AdjustEffectDuration(E_EffectType Type, double NewDuration); void AnimationCallback(const class FString& EventName); void AnimationEvent(class FName AnimationEvent_0); void Apply_Effect(E_EffectType Type, double Duration, class AActor* Applier, E_ApplyEffectMethod Method, int32 Arg0, const struct FVector& ImpactDirection, bool* Applied); void ApplyedEffectToOtherCharacter(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter); void ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result, bool ApplyFlyEffect); void ApplySpecialDamageData(const TMap& PropsData, class AActor* HitTarget, E_AttackResult AttackResult); void BindEvents(); void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature(class FName Key, bool IsDissolve); void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature(class FName Key, double Value, bool IsDissolve, class FName ParameterName); void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature(class FName Key, bool IsDissolve); void BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult); void calculateWeaponBlockData(double* NewParam); void Call_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget); void CallAttackResult(E_AttackResult Result); void CallBack_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect); void CallBack_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData); void CallClient_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect); void CallClient_ApplyForceActingEffectBack(bool Result, class AActor* HitTarget); void CallClient_BackDirectDamage(const struct FSS_TakeDamage& HitData, E_EffectType EffectType); void CallClient_GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType); void CallClient_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget); void CallClient_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData); void CallServer_ApplyForceActingEffect(class AAbstractCharacter_C* HitCharacter, E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, bool ApplyFlyEffect); void CallServer_ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result); void CallServer_BackDirectDamage(class AAbstractCharacter_C* HitTarget, const struct FSS_TakeDamage& HitData, E_EffectType EffectType); void CallServer_GetMeDirectDamage(class AAbstractCharacter_C* Attacker, const class FString& SkillID, E_EffectType EffectType); void CallServer_RecordHurtEnmey(class AAbstractCharacter_C* Attacker); void CallServer_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier); void CallServer_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData); void CallSync_AttackResult(E_AttackResult Result); void CallSync_CharacterDeath(class UAnimMontage* MontageToPlay); void CallSync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration); void CallSync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage); void CallSync_JumpToSection(class FName SectionName); void CallSync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action); void CallSync_ResetBS(const class FString& BSKey, bool Immediately); void CalSync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately); void Can__be_Backstabbed(bool* Result); void Can_be_Attacked(bool* Result); void Can_be_Attacked_Even_Dying(bool* Result); void Can_be_Stunned(bool* Result); void Can_Flash_Attack(bool* Result); bool CanEffectBeApplied(E_EffectType Type, class AActor* Applier); bool CanImpactAttackerIfBlockSuccess(const struct FF_HitData& F_HitData); void ChangeHp(double Delta); void Check_Attacking_Toughness(bool isPlayer, bool* isAttacking); void CheckDeathDissolve(const float Value); void CheckPreRagdollOverlapingWhenTruthActive(); void CheckRagdollBodyConfig(); void ChooseHitShakePlaying(E_ImpactType ImpactType, E_EffectType EffectType, E_AttackResult HitResult, const struct FVector& ImpactDirection, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake); void ClearAllAction(bool* NewParam); void ClearAnimActor(); void CloseCollisionWhenDeathLast(); void CompositeHitData(const struct FST_HitDamageData& HitMetaData, class AActor* HitTargetActor, const struct FHitResult& HitResultData, struct FF_HitData* HitDataCompositedByAttacker); void CostStamina(); void CreateRagdollCheckBody(const class FName BodyName); void death_1(); void death_2(); void DelayDestroyAnimActor(float Duration, const class UClass*& ItemClass); void DestroyAnimActor(const class UClass*& ItemClass); void DieEffect_Override(class UAnimMontage* DeathMontage); void EnableForceOnRagdoll(float Duration); void EndDeathDissolve(); void EnterDeath(bool* enter_death); bool ExecuteFXIsActive_Overloaded_(); void ExecuteUbergraph_AbstractCharacter(int32 EntryPoint); void FreeAnimActor(const class UClass*& ItemClass, class AActor** ReturnFreeActor); void Get_Stunned_Montage(E_Direction FromDirection, int32 stunLevel, class UAnimMontage** Montage, class UAnimSequence** Anim); void GetAllAnimActor(TArray* Values); void GetAnimItem(class FName Name_0, struct FST_AnimationViewer* Item); void GetAnimProfile(bool ForceUpdate, class UDataTable** Profile); void GetAttackSpCost(E_MeleeAttackType MeleeAttackType, double* Value); void GetAttackSpeed(double* Value); double GetBackAttackFactor(); void GetBindSocketNames(class FName* executeTargetSocket, class FName* executeCameraSocket); EDCSSlowTick GetCharacterLODLevel(); void GetCollisionPart(E_CollisionPart L_CollisonPart1, TArray* collisionParts); void GetCombatType(E_CombatType* CombatType); void GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish); void GetDesiredFollowRotation(struct FRotator* Rotation); void GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation); double GetEffectMontageBlendInTime(); double GetEffectMontageStartTime(); void GetHp(double* Value); void GetHp_Uniform(double* Value); bool GetIsFullyOpenSimulatePhysics(); void getLadderPosition(double* Position); void GetMaxHp(double* Value); void GetMaxHp_Uniform(double* Value); void GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType); void GetMontages(E_MontageAction Action, class UDataTable** Montages); class FName GetMontageSectionForAction(E_MontageAction LocalAction, class UAnimMontage* LocalMontage, int32 Index_0, double* OverrideBlendInTime); void GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSoundComponent); void GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp); class UForceActingComponent_C* GetMyForceActing(); class UWidgetComponent* GetMyStatBar(); class USceneComponent* GetMyTargetBillboardRootComponent(); class ADCS_SyncState_C* GetNetworkState(); bool GetRealBlockingState(); double GetReduceDamage(class AActor* DamageCauser); void GetSelectedWeaponDisplayItem(class ADisplayedItem_C** DisplayedItem); void GetSelectedWeaponType(E_ItemType* Type); void GetState(E_State* State); void GetStatsValue(const struct FGameplayTag& Type, double* Value); bool ImplBreakPoint(const class FString& StateName, const class FString& EventName); void ImplBufferInput(const uint8 InAction); void ImplDeath1(); void ImplFallendamageBufferInput(const uint8 InAction); void ImplHoldActioninput(const uint8 InAction); void ImplInputInteract(); bool ImplPrintPoint(const class FString& StateName, const class FString& EventName); bool ImplSetState(const class FString& InStateType); void ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult); void ImplTakeDirectDamage(const float InValue, class AActor* InCauser); void ImplTickMove(); void ImplTryBreakInteract(); void ImplTryEndRebornfire(); void ImplUpdateForwardmove(); void ImplWeaponLoopBufferInput(const uint8 InAction); void ImplWeaponLoopInputWithCheck(const uint8 InAction); void Init_State_Machine(class UClass* StateMgrClass); void InternalMontageAction(E_State NewState, E_MontageAction Action, class UAnimMontage* SelectedMontage, double PlayRate, class FName PresetSection, bool StopAllMontags, const struct FGameplayTag& PlayerAction, float BlendInTimeOverride, float InTimeToStartMontageAt, double* DurationToEnd, bool* Success); void IsAlive(bool* Result); void IsAttackableTarget(class AActor* Target, bool* Result); void IsInCombatPose(bool* Result); bool IsShieldEquipped(); void JumpToSection(class FName SectionName); void MontageAction(E_State NewState, E_MontageAction Action, int32 Index_0, double PlayRate, bool StopAllMontages, const struct FGameplayTag& PlayerAction, double* Duration, bool* Succeed); void OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value); void OnApplyNewEffectEvent(const struct FF_Effect& EffectType); void OnBeginPlayDeathMontageEvent(); void OnRagdollBodyOverlappedEvent(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult); void OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue); void OnValueChanged_HealthA(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue); void OverrideTraceDamage(const int32 TraceId, const TArray& IgnoreActors, TArray* OutHits); void Play_Counter_Attack(bool* Succeed); void Play_Flash(bool direct_flash, bool* Succeed); void Play_FlashParry(int32 Index_0, bool* Succeed); void PlayCameraShake(TSubclassOf camerashake, float Scale); void PlayCharacterMontage(class UAnimMontage* MontageToPlay, double InPlayRate, bool bStopAllMontages, class FName LinkedTag, class FName Section, bool SyncMontage, double* Duration); void PlayEffectMongtage(E_EffectType Effect_Type, E_MontageAction Montage_Action, int32 ExtendArg, const struct FVector& Impact_Direction); void PlayFeedback(class UForceFeedbackEffect* Feedback, float Scale); void PlayHitBreak(class AActor* AttackerPlayer, const struct FST_HitShakeData& Shake, const struct FVector& InMaxVelocity); void PlayHitShake(const struct FST_HitShakeData& Shake, const struct FVector& HitForwardVector, const E_AttackResult HitResult, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake); void PostHitTarget(const struct FHitResult& HitResult, E_AttackResult DamageResult, bool HasAppliedDamage, bool Undelayed); void PreActiveRagdollEvent(); void PresetDeathAnim(class UAnimMontage* PresetDeathMontage_0, class UAnimSequence* PresetDeathAnimation_0); void Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType); void Private_TakeDirectDamage(double Value, class AActor* DecreaseCauser); void Process_DamageResult(const struct FGameplayTag& DamageResultType, double Value, class AActor* Causer); void ProductAction(int32 Value, E_AIQueryAction Action); void QueryAction(E_AIQueryAction Action, int32* Result); void QueryAndCosumeAction(class AActor* Requester, E_AIQueryAction Action, int32* Result); void ReceiveBeginPlay(); void ReceiveDestroyed(); void recordAction(E_AIQueryAction Action); void ReplaceBeginPlays(); void Request_GetMeDirectDamage(class AActor* Attacker, const class FString& SkillID, E_EffectType EffectType); void RequestAllActions(TArray* actions); void ResetIdleState(double Delay); void ResetMeleeAttackCounter(); void Select_Dead_Montage(bool Random, class UAnimMontage** Montage); void SelectAttackMontage(E_MeleeAttackType MeleeAttackType, bool ForceRsetCombo, E_MontageAction* Action, int32* Index_0); void SetAttackCounterAccelerate(double NewValue); void SetCanExecuteFXEnable_Overloaded_(bool Enable); void SetCollisionWhenFullyOpenSimulatePhysics(); void SetEnableRotateLookAt(bool Enable, bool RotateWaist, class AActor* Target, double Offset); void SetEnableSlideRotate(bool Enable, bool* NewParam1); void SetExecuteFXEnable_Overloaded_(bool Enable); void SetExecuteFXVariableLinkage_Overloaded_(class FName InVariableName, float InValue); void SetForceIdleAnim(class UAnimSequenceBase* Animation, EMovementMode ForceMovementMode); void SetHp(double NewValue); void SetMontageDurationFunction(class UObject* Object, const class FString& FunctionName, const float InDelayedToStart, const float InDelayedToEnd, TSubclassOf NotifyEnd, struct FMontageDurationHandle* Handler); void SetPerfectTimeEffectFX(bool Active); void SetRotateMode(E_RotationMode Mode); void SetSelectedByTarget(bool Selected); void SlowDownRagdollSpeedWhenFullOpen(); void SpawnAnimActor(class UClass* ItemClass, class FName AttachToSocket); void StartArcaneshiftEffect(); void Sync_AttackResult(E_AttackResult Result); void Sync_CharacterDeath(class UAnimMontage* MontageToPlay); void Sync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration); void Sync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage); void Sync_JumpToSection(class FName SectionName); void Sync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action); void Sync_ResetBS(const class FString& BSKey, bool Immediately); void Sync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately); void TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType); void TakeDamageTypeStateCheck(const struct FF_HitData& F_HitData, E_AttackResult* ResultType); void TakeDirectDamage(const float InValue, const class AActor* InCauser); bool ThisFeedbackIsPlaying(class UForceFeedbackEffect* Effect); void Transmit_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier); void Transmit_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData); void TryEffectAfterDamage(class AActor* Applier, E_StunType ReflectType, int32 hit_data_id, const struct FVector& Impact_Direction, bool* Applied); void TryPerfectTimeAnimSection(class UAnimMontage* Montage, class FName* SectionName); void Undelayed_TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType); void UpdateCapsuleCollisionWhenDeath(); void UpdateCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool Add, class AActor* HitTarget); void UpdateCollisionDeathType(const class UAnimMontage* Montage); void UpdateRagdollDamping(int32 Level); bool UsePhysyicEffectWhenAppliedDamage(); void ValidCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool* Valid); void WhenFullyOpenSimulatePhysicsEvent(); public: static class UClass* StaticClass() { BP_STATIC_CLASS_IMPL("AbstractCharacter_C") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"AbstractCharacter_C") } static class AAbstractCharacter_C* GetDefaultObj() { return GetDefaultObjImpl(); } }; #pragma pack(pop) DUMPER7_ASSERTS_AAbstractCharacter_C; }