#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AbstractCharacter #include "Basic.hpp" #include "AbstractCharacter_classes.hpp" #include "AbstractCharacter_parameters.hpp" namespace SDK { // Function AbstractCharacter.AbstractCharacter_C.ActiveRagdollEvent // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::ActiveRagdollEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ActiveRagdollEvent"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.AddForceToPhysBodyWhenOverlaped // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FHitResult& Hit (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference) void AAbstractCharacter_C::AddForceToPhysBodyWhenOverlaped(const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "AddForceToPhysBodyWhenOverlaped"); Params::AbstractCharacter_C_AddForceToPhysBodyWhenOverlaped Parms{}; Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.AddSpecialAccum // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& FirstEffect (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double FirstParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::AddSpecialAccum(const struct FGameplayTag& FirstEffect, double FirstParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "AddSpecialAccum"); Params::AbstractCharacter_C_AddSpecialAccum Parms{}; Parms.FirstEffect = std::move(FirstEffect); Parms.FirstParam = FirstParam; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.AdjustEffectDuration // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::AdjustEffectDuration(E_EffectType Type, double NewDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "AdjustEffectDuration"); Params::AbstractCharacter_C_AdjustEffectDuration Parms{}; Parms.Type = Type; Parms.NewDuration = NewDuration; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.AnimationCallback // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void AAbstractCharacter_C::AnimationCallback(const class FString& EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "AnimationCallback"); Params::AbstractCharacter_C_AnimationCallback Parms{}; Parms.EventName = std::move(EventName); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.AnimationEvent // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName AnimationEvent_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::AnimationEvent(class FName AnimationEvent_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "AnimationEvent"); Params::AbstractCharacter_C_AnimationEvent Parms{}; Parms.AnimationEvent_0 = AnimationEvent_0; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Apply Effect // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_ApplyEffectMethod Method (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Arg0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& ImpactDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Applied (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Apply_Effect(E_EffectType Type, double Duration, class AActor* Applier, E_ApplyEffectMethod Method, int32 Arg0, const struct FVector& ImpactDirection, bool* Applied) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Apply Effect"); Params::AbstractCharacter_C_Apply_Effect Parms{}; Parms.Type = Type; Parms.Duration = Duration; Parms.Applier = Applier; Parms.Method = Method; Parms.Arg0 = Arg0; Parms.ImpactDirection = std::move(ImpactDirection); UObject::ProcessEvent(Func, &Parms); if (Applied != nullptr) *Applied = Parms.Applied; } // Function AbstractCharacter.AbstractCharacter_C.ApplyedEffectToOtherCharacter // (BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Effect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C* ApplyedCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ApplyedEffectToOtherCharacter(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ApplyedEffectToOtherCharacter"); Params::AbstractCharacter_C_ApplyedEffectToOtherCharacter Parms{}; Parms.Effect = Effect; Parms.ApplyedCharacter = ApplyedCharacter; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ApplyForceActingEffectBack // (BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result, bool ApplyFlyEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ApplyForceActingEffectBack"); Params::AbstractCharacter_C_ApplyForceActingEffectBack Parms{}; Parms.Attacker = Attacker; Parms.Result = Result; Parms.ApplyFlyEffect = ApplyFlyEffect; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ApplySpecialDamageData // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const TMap&PropsData (BlueprintVisible, BlueprintReadOnly, Parm) // class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_AttackResult AttackResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ApplySpecialDamageData(const TMap& PropsData, class AActor* HitTarget, E_AttackResult AttackResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ApplySpecialDamageData"); Params::AbstractCharacter_C_ApplySpecialDamageData Parms{}; Parms.PropsData = std::move(PropsData); Parms.HitTarget = HitTarget; Parms.AttackResult = AttackResult; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.BindEvents // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::BindEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "BindEvents"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature // (BlueprintEvent) // Parameters: // class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature(class FName Key, bool IsDissolve) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature"); Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature Parms{}; Parms.Key = Key; Parms.IsDissolve = IsDissolve; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature // (BlueprintEvent) // Parameters: // class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName ParameterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature(class FName Key, double Value, bool IsDissolve, class FName ParameterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature"); Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature Parms{}; Parms.Key = Key; Parms.Value = Value; Parms.IsDissolve = IsDissolve; Parms.ParameterName = ParameterName; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature // (BlueprintEvent) // Parameters: // class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature(class FName Key, bool IsDissolve) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature"); Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature Parms{}; Parms.Key = Key; Parms.IsDissolve = IsDissolve; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature // (HasOutParams, BlueprintEvent) // Parameters: // class UPrimitiveComponent* OverlappedComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPrimitiveComponent* OtherComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // int32 OtherBodyIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool bFromSweep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FHitResult& SweepResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference) void AAbstractCharacter_C::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) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature"); Params::AbstractCharacter_C_BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature Parms{}; Parms.OverlappedComponent = OverlappedComponent; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.calculateWeaponBlockData // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::calculateWeaponBlockData(double* NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "calculateWeaponBlockData"); Params::AbstractCharacter_C_calculateWeaponBlockData Parms{}; UObject::ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = Parms.NewParam; } // Function AbstractCharacter.AbstractCharacter_C.Call_SponsorActingEffect // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Call_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Call_SponsorActingEffect"); Params::AbstractCharacter_C_Call_SponsorActingEffect Parms{}; Parms.SkillID = SkillID; Parms.HitTarget = HitTarget; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallAttackResult // (BlueprintCallable, BlueprintEvent) // Parameters: // E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallAttackResult(E_AttackResult Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallAttackResult"); Params::AbstractCharacter_C_CallAttackResult Parms{}; Parms.Result = Result; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallBack_ApplyForceActingEffect // (BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallBack_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallBack_ApplyForceActingEffect"); Params::AbstractCharacter_C_CallBack_ApplyForceActingEffect Parms{}; Parms.VectimEffectType = VectimEffectType; Parms.UsePairedAnimation = UsePairedAnimation; Parms.AnimationStarter = AnimationStarter; Parms.Attacker = Attacker; Parms.ApplyFlyEffect = ApplyFlyEffect; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallBack_TakeDamage // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FSS_TakeDamage& NetworkDamageData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) void AAbstractCharacter_C::CallBack_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallBack_TakeDamage"); Params::AbstractCharacter_C_CallBack_TakeDamage Parms{}; Parms.Attacker = Attacker; Parms.NetworkDamageData = std::move(NetworkDamageData); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_ApplyForceActingEffect // (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_ApplyForceActingEffect"); Params::AbstractCharacter_C_CallClient_ApplyForceActingEffect Parms{}; Parms.VectimEffectType = VectimEffectType; Parms.UsePairedAnimation = UsePairedAnimation; Parms.AnimationStarter = AnimationStarter; Parms.Attacker = Attacker; Parms.ApplyFlyEffect = ApplyFlyEffect; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_ApplyForceActingEffectBack // (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_ApplyForceActingEffectBack(bool Result, class AActor* HitTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_ApplyForceActingEffectBack"); Params::AbstractCharacter_C_CallClient_ApplyForceActingEffectBack Parms{}; Parms.Result = Result; Parms.HitTarget = HitTarget; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_BackDirectDamage // (Net, NetReliable, HasOutParams, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FSS_TakeDamage& HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_BackDirectDamage(const struct FSS_TakeDamage& HitData, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_BackDirectDamage"); Params::AbstractCharacter_C_CallClient_BackDirectDamage Parms{}; Parms.HitData = std::move(HitData); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_GetMeDirectDamage // (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_GetMeDirectDamage"); Params::AbstractCharacter_C_CallClient_GetMeDirectDamage Parms{}; Parms.HitTarget = HitTarget; Parms.SkillID = std::move(SkillID); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_SponsorActingEffect // (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_SponsorActingEffect"); Params::AbstractCharacter_C_CallClient_SponsorActingEffect Parms{}; Parms.SkillID = SkillID; Parms.HitTarget = HitTarget; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallClient_TakeDamage // (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash) void AAbstractCharacter_C::CallClient_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallClient_TakeDamage"); Params::AbstractCharacter_C_CallClient_TakeDamage Parms{}; Parms.Attacker = Attacker; Parms.NetworkDamageData = std::move(NetworkDamageData); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_ApplyForceActingEffect // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* HitCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_ApplyForceActingEffect(class AAbstractCharacter_C* HitCharacter, E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, bool ApplyFlyEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_ApplyForceActingEffect"); Params::AbstractCharacter_C_CallServer_ApplyForceActingEffect Parms{}; Parms.HitCharacter = HitCharacter; Parms.VectimEffectType = VectimEffectType; Parms.UsePairedAnimation = UsePairedAnimation; Parms.AnimationStarter = AnimationStarter; Parms.ApplyFlyEffect = ApplyFlyEffect; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_ApplyForceActingEffectBack // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_ApplyForceActingEffectBack"); Params::AbstractCharacter_C_CallServer_ApplyForceActingEffectBack Parms{}; Parms.Attacker = Attacker; Parms.Result = Result; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_BackDirectDamage // (Net, NetReliable, NetServer, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FSS_TakeDamage& HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_BackDirectDamage(class AAbstractCharacter_C* HitTarget, const struct FSS_TakeDamage& HitData, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_BackDirectDamage"); Params::AbstractCharacter_C_CallServer_BackDirectDamage Parms{}; Parms.HitTarget = HitTarget; Parms.HitData = std::move(HitData); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_GetMeDirectDamage // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_GetMeDirectDamage(class AAbstractCharacter_C* Attacker, const class FString& SkillID, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_GetMeDirectDamage"); Params::AbstractCharacter_C_CallServer_GetMeDirectDamage Parms{}; Parms.Attacker = Attacker; Parms.SkillID = std::move(SkillID); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_RecordHurtEnmey // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_RecordHurtEnmey(class AAbstractCharacter_C* Attacker) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_RecordHurtEnmey"); Params::AbstractCharacter_C_CallServer_RecordHurtEnmey Parms{}; Parms.Attacker = Attacker; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_SponsorActingEffectToApplier // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_SponsorActingEffectToApplier"); Params::AbstractCharacter_C_CallServer_SponsorActingEffectToApplier Parms{}; Parms.SkillID = SkillID; Parms.Applier = Applier; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallServer_TakeDamage // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash) void AAbstractCharacter_C::CallServer_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallServer_TakeDamage"); Params::AbstractCharacter_C_CallServer_TakeDamage Parms{}; Parms.Attacker = Attacker; Parms.NetworkDamageData = std::move(NetworkDamageData); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_AttackResult // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_AttackResult(E_AttackResult Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_AttackResult"); Params::AbstractCharacter_C_CallSync_AttackResult Parms{}; Parms.Result = Result; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_CharacterDeath // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_CharacterDeath(class UAnimMontage* MontageToPlay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_CharacterDeath"); Params::AbstractCharacter_C_CallSync_CharacterDeath Parms{}; Parms.MontageToPlay = MontageToPlay; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_DecayedImpactVelocity // (Net, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector_NetQuantize100& InMaxVelocity (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // class UCurveFloat* InAlphaCurve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const float InMaxDuration (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_DecayedImpactVelocity"); Params::AbstractCharacter_C_CallSync_DecayedImpactVelocity Parms{}; Parms.InMaxVelocity = std::move(InMaxVelocity); Parms.InAlphaCurve = InAlphaCurve; Parms.InMaxDuration = InMaxDuration; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_ForceActingPlay // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* MainMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimSequenceBase* TargetMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_PairedAnimMovingType PrepareMove (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DelayedTargetExecuteMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_ForceActingPlay"); Params::AbstractCharacter_C_CallSync_ForceActingPlay Parms{}; Parms.TargetActor = TargetActor; Parms.MainMontageToPlay = MainMontageToPlay; Parms.TargetMontageToPlay = TargetMontageToPlay; Parms.PrepareMove = PrepareMove; Parms.DelayedTargetExecuteMontage = DelayedTargetExecuteMontage; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_JumpToSection // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_JumpToSection(class FName SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_JumpToSection"); Params::AbstractCharacter_C_CallSync_JumpToSection Parms{}; Parms.SectionName = SectionName; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_MontagePlay // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool JumpSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_MontagePlay"); Params::AbstractCharacter_C_CallSync_MontagePlay Parms{}; Parms.MontageToPlay = MontageToPlay; Parms.JumpSection = JumpSection; Parms.SectionName = SectionName; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CallSync_ResetBS // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CallSync_ResetBS(const class FString& BSKey, bool Immediately) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CallSync_ResetBS"); Params::AbstractCharacter_C_CallSync_ResetBS Parms{}; Parms.BSKey = std::move(BSKey); Parms.Immediately = Immediately; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CalSync_SwitchBS // (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class UBlendSpace* NewBS (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CalSync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CalSync_SwitchBS"); Params::AbstractCharacter_C_CalSync_SwitchBS Parms{}; Parms.NewBS = NewBS; Parms.BSKey = std::move(BSKey); Parms.Immediately = Immediately; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Can be Backstabbed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Can__be_Backstabbed(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Can be Backstabbed"); Params::AbstractCharacter_C_Can__be_Backstabbed Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.Can be Attacked // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Can_be_Attacked(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Can be Attacked"); Params::AbstractCharacter_C_Can_be_Attacked Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.Can be Attacked Even Dying // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Can_be_Attacked_Even_Dying(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Can be Attacked Even Dying"); Params::AbstractCharacter_C_Can_be_Attacked_Even_Dying Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.Can be Stunned // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Can_be_Stunned(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Can be Stunned"); Params::AbstractCharacter_C_Can_be_Stunned Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.Can Flash Attack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Can_Flash_Attack(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Can Flash Attack"); Params::AbstractCharacter_C_Can_Flash_Attack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.CanEffectBeApplied // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::CanEffectBeApplied(E_EffectType Type, class AActor* Applier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CanEffectBeApplied"); Params::AbstractCharacter_C_CanEffectBeApplied Parms{}; Parms.Type = Type; Parms.Applier = Applier; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.CanImpactAttackerIfBlockSuccess // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const struct FF_HitData& F_HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::CanImpactAttackerIfBlockSuccess(const struct FF_HitData& F_HitData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CanImpactAttackerIfBlockSuccess"); Params::AbstractCharacter_C_CanImpactAttackerIfBlockSuccess Parms{}; Parms.F_HitData = std::move(F_HitData); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ChangeHp // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Delta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ChangeHp(double Delta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ChangeHp"); Params::AbstractCharacter_C_ChangeHp Parms{}; Parms.Delta = Delta; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Check Attacking Toughness // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool isPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* isAttacking (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Check_Attacking_Toughness(bool isPlayer, bool* isAttacking) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Check Attacking Toughness"); Params::AbstractCharacter_C_Check_Attacking_Toughness Parms{}; Parms.isPlayer = isPlayer; UObject::ProcessEvent(Func, &Parms); if (isAttacking != nullptr) *isAttacking = Parms.isAttacking; } // Function AbstractCharacter.AbstractCharacter_C.CheckDeathDissolve // (BlueprintCallable, BlueprintEvent) // Parameters: // const float Value (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CheckDeathDissolve(const float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CheckDeathDissolve"); Params::AbstractCharacter_C_CheckDeathDissolve Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.CheckPreRagdollOverlapingWhenTruthActive // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::CheckPreRagdollOverlapingWhenTruthActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CheckPreRagdollOverlapingWhenTruthActive"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.CheckRagdollBodyConfig // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::CheckRagdollBodyConfig() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CheckRagdollBodyConfig"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ChooseHitShakePlaying // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_ImpactType ImpactType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_AttackResult HitResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& ImpactDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool PlayHitBreak_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool PlayShake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ChooseHitShakePlaying(E_ImpactType ImpactType, E_EffectType EffectType, E_AttackResult HitResult, const struct FVector& ImpactDirection, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ChooseHitShakePlaying"); Params::AbstractCharacter_C_ChooseHitShakePlaying Parms{}; Parms.ImpactType = ImpactType; Parms.EffectType = EffectType; Parms.HitResult = HitResult; Parms.ImpactDirection = std::move(ImpactDirection); Parms.AttackerPlayer = AttackerPlayer; Parms.PlayHitBreak_0 = PlayHitBreak_0; Parms.PlayShake = PlayShake; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ClearAllAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ClearAllAction(bool* NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ClearAllAction"); Params::AbstractCharacter_C_ClearAllAction Parms{}; UObject::ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = Parms.NewParam; } // Function AbstractCharacter.AbstractCharacter_C.ClearAnimActor // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::ClearAnimActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ClearAnimActor"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.CloseCollisionWhenDeathLast // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::CloseCollisionWhenDeathLast() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CloseCollisionWhenDeathLast"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.CompositeHitData // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FST_HitDamageData& HitMetaData (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) // class AActor* HitTargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FHitResult& HitResultData (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // struct FF_HitData* HitDataCompositedByAttacker (Parm, OutParm, ContainsInstancedReference, HasGetValueTypeHash) void AAbstractCharacter_C::CompositeHitData(const struct FST_HitDamageData& HitMetaData, class AActor* HitTargetActor, const struct FHitResult& HitResultData, struct FF_HitData* HitDataCompositedByAttacker) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CompositeHitData"); Params::AbstractCharacter_C_CompositeHitData Parms{}; Parms.HitMetaData = std::move(HitMetaData); Parms.HitTargetActor = HitTargetActor; Parms.HitResultData = std::move(HitResultData); UObject::ProcessEvent(Func, &Parms); if (HitDataCompositedByAttacker != nullptr) *HitDataCompositedByAttacker = std::move(Parms.HitDataCompositedByAttacker); } // Function AbstractCharacter.AbstractCharacter_C.CostStamina // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::CostStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CostStamina"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.CreateRagdollCheckBody // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FName BodyName (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::CreateRagdollCheckBody(const class FName BodyName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "CreateRagdollCheckBody"); Params::AbstractCharacter_C_CreateRagdollCheckBody Parms{}; Parms.BodyName = BodyName; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.death_1 // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::death_1() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "death_1"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.death_2 // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::death_2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "death_2"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.DelayDestroyAnimActor // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::DelayDestroyAnimActor(float Duration, const class UClass*& ItemClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "DelayDestroyAnimActor"); Params::AbstractCharacter_C_DelayDestroyAnimActor Parms{}; Parms.Duration = Duration; Parms.ItemClass = ItemClass; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.DestroyAnimActor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::DestroyAnimActor(const class UClass*& ItemClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "DestroyAnimActor"); Params::AbstractCharacter_C_DestroyAnimActor Parms{}; Parms.ItemClass = ItemClass; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.DieEffect_Override // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* DeathMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::DieEffect_Override(class UAnimMontage* DeathMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "DieEffect_Override"); Params::AbstractCharacter_C_DieEffect_Override Parms{}; Parms.DeathMontage = DeathMontage; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.EnableForceOnRagdoll // (BlueprintCallable, BlueprintEvent) // Parameters: // float Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::EnableForceOnRagdoll(float Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "EnableForceOnRagdoll"); Params::AbstractCharacter_C_EnableForceOnRagdoll Parms{}; Parms.Duration = Duration; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.EndDeathDissolve // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::EndDeathDissolve() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "EndDeathDissolve"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.EnterDeath // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* enter_death (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::EnterDeath(bool* enter_death) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "EnterDeath"); Params::AbstractCharacter_C_EnterDeath Parms{}; UObject::ProcessEvent(Func, &Parms); if (enter_death != nullptr) *enter_death = Parms.enter_death; } // Function AbstractCharacter.AbstractCharacter_C.ExecuteFXIsActive(Overloaded) // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::ExecuteFXIsActive_Overloaded_() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ExecuteFXIsActive(Overloaded)"); Params::AbstractCharacter_C_ExecuteFXIsActive_Overloaded_ Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ExecuteUbergraph_AbstractCharacter // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ExecuteUbergraph_AbstractCharacter(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ExecuteUbergraph_AbstractCharacter"); Params::AbstractCharacter_C_ExecuteUbergraph_AbstractCharacter Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.FreeAnimActor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) // class AActor** ReturnFreeActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::FreeAnimActor(const class UClass*& ItemClass, class AActor** ReturnFreeActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "FreeAnimActor"); Params::AbstractCharacter_C_FreeAnimActor Parms{}; Parms.ItemClass = ItemClass; UObject::ProcessEvent(Func, &Parms); if (ReturnFreeActor != nullptr) *ReturnFreeActor = Parms.ReturnFreeActor; } // Function AbstractCharacter.AbstractCharacter_C.Get Stunned Montage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_Direction FromDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 stunLevel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimSequence** Anim (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Get_Stunned_Montage(E_Direction FromDirection, int32 stunLevel, class UAnimMontage** Montage, class UAnimSequence** Anim) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Get Stunned Montage"); Params::AbstractCharacter_C_Get_Stunned_Montage Parms{}; Parms.FromDirection = FromDirection; Parms.stunLevel = stunLevel; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; if (Anim != nullptr) *Anim = Parms.Anim; } // Function AbstractCharacter.AbstractCharacter_C.GetAllAnimActor // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray* Values (Parm, OutParm) void AAbstractCharacter_C::GetAllAnimActor(TArray* Values) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetAllAnimActor"); Params::AbstractCharacter_C_GetAllAnimActor Parms{}; UObject::ProcessEvent(Func, &Parms); if (Values != nullptr) *Values = std::move(Parms.Values); } // Function AbstractCharacter.AbstractCharacter_C.GetAnimItem // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class FName Name_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FST_AnimationViewer* Item (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetAnimItem(class FName Name_0, struct FST_AnimationViewer* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetAnimItem"); Params::AbstractCharacter_C_GetAnimItem Parms{}; Parms.Name_0 = Name_0; UObject::ProcessEvent(Func, &Parms); if (Item != nullptr) *Item = std::move(Parms.Item); } // Function AbstractCharacter.AbstractCharacter_C.GetAnimProfile // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ForceUpdate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UDataTable** Profile (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetAnimProfile(bool ForceUpdate, class UDataTable** Profile) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetAnimProfile"); Params::AbstractCharacter_C_GetAnimProfile Parms{}; Parms.ForceUpdate = ForceUpdate; UObject::ProcessEvent(Func, &Parms); if (Profile != nullptr) *Profile = Parms.Profile; } // Function AbstractCharacter.AbstractCharacter_C.GetAttackSpCost // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetAttackSpCost(E_MeleeAttackType MeleeAttackType, double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetAttackSpCost"); Params::AbstractCharacter_C_GetAttackSpCost Parms{}; Parms.MeleeAttackType = MeleeAttackType; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetAttackSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetAttackSpeed(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetAttackSpeed"); Params::AbstractCharacter_C_GetAttackSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetBackAttackFactor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double AAbstractCharacter_C::GetBackAttackFactor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetBackAttackFactor"); Params::AbstractCharacter_C_GetBackAttackFactor Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetBindSocketNames // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class FName* executeTargetSocket (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName* executeCameraSocket (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetBindSocketNames(class FName* executeTargetSocket, class FName* executeCameraSocket) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetBindSocketNames"); Params::AbstractCharacter_C_GetBindSocketNames Parms{}; UObject::ProcessEvent(Func, &Parms); if (executeTargetSocket != nullptr) *executeTargetSocket = Parms.executeTargetSocket; if (executeCameraSocket != nullptr) *executeCameraSocket = Parms.executeCameraSocket; } // Function AbstractCharacter.AbstractCharacter_C.GetCharacterLODLevel // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EDCSSlowTick ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) EDCSSlowTick AAbstractCharacter_C::GetCharacterLODLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetCharacterLODLevel"); Params::AbstractCharacter_C_GetCharacterLODLevel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetCollisionPart // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_CollisionPart L_CollisonPart1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray* collisionParts (Parm, OutParm, ContainsInstancedReference) void AAbstractCharacter_C::GetCollisionPart(E_CollisionPart L_CollisonPart1, TArray* collisionParts) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetCollisionPart"); Params::AbstractCharacter_C_GetCollisionPart Parms{}; Parms.L_CollisonPart1 = L_CollisonPart1; UObject::ProcessEvent(Func, &Parms); if (collisionParts != nullptr) *collisionParts = std::move(Parms.collisionParts); } // Function AbstractCharacter.AbstractCharacter_C.GetCombatType // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_CombatType* CombatType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetCombatType(E_CombatType* CombatType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetCombatType"); Params::AbstractCharacter_C_GetCombatType Parms{}; UObject::ProcessEvent(Func, &Parms); if (CombatType != nullptr) *CombatType = Parms.CombatType; } // Function AbstractCharacter.AbstractCharacter_C.GetDeathEffectCurve // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* DeathMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UCurveFloat** Vanish (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetDeathEffectCurve"); Params::AbstractCharacter_C_GetDeathEffectCurve Parms{}; Parms.DeathMontage = DeathMontage; UObject::ProcessEvent(Func, &Parms); if (Vanish != nullptr) *Vanish = Parms.Vanish; } // Function AbstractCharacter.AbstractCharacter_C.GetDesiredFollowRotation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AAbstractCharacter_C::GetDesiredFollowRotation(struct FRotator* Rotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetDesiredFollowRotation"); Params::AbstractCharacter_C_GetDesiredFollowRotation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Rotation != nullptr) *Rotation = std::move(Parms.Rotation); } // Function AbstractCharacter.AbstractCharacter_C.GetDesiredRotation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Refresh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 rotateIntent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void AAbstractCharacter_C::GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetDesiredRotation"); Params::AbstractCharacter_C_GetDesiredRotation Parms{}; Parms.Refresh = Refresh; Parms.rotateIntent = rotateIntent; UObject::ProcessEvent(Func, &Parms); if (Rotation != nullptr) *Rotation = std::move(Parms.Rotation); } // Function AbstractCharacter.AbstractCharacter_C.GetEffectMontageBlendInTime // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double AAbstractCharacter_C::GetEffectMontageBlendInTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetEffectMontageBlendInTime"); Params::AbstractCharacter_C_GetEffectMontageBlendInTime Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetEffectMontageStartTime // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double AAbstractCharacter_C::GetEffectMontageStartTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetEffectMontageStartTime"); Params::AbstractCharacter_C_GetEffectMontageStartTime Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetHp // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetHp(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetHp"); Params::AbstractCharacter_C_GetHp Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetHp_Uniform // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetHp_Uniform(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetHp_Uniform"); Params::AbstractCharacter_C_GetHp_Uniform Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetIsFullyOpenSimulatePhysics // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::GetIsFullyOpenSimulatePhysics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetIsFullyOpenSimulatePhysics"); Params::AbstractCharacter_C_GetIsFullyOpenSimulatePhysics Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.getLadderPosition // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::getLadderPosition(double* Position) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "getLadderPosition"); Params::AbstractCharacter_C_getLadderPosition Parms{}; UObject::ProcessEvent(Func, &Parms); if (Position != nullptr) *Position = Parms.Position; } // Function AbstractCharacter.AbstractCharacter_C.GetMaxHp // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMaxHp(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMaxHp"); Params::AbstractCharacter_C_GetMaxHp Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetMaxHp_Uniform // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMaxHp_Uniform(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMaxHp_Uniform"); Params::AbstractCharacter_C_GetMaxHp_Uniform Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.GetMeDirectDamage // (BlueprintCallable, BlueprintEvent) // Parameters: // class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMeDirectDamage"); Params::AbstractCharacter_C_GetMeDirectDamage Parms{}; Parms.HitTarget = HitTarget; Parms.SkillID = std::move(SkillID); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.GetMontages // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UDataTable** Montages (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMontages(E_MontageAction Action, class UDataTable** Montages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMontages"); Params::AbstractCharacter_C_GetMontages Parms{}; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Montages != nullptr) *Montages = Parms.Montages; } // Function AbstractCharacter.AbstractCharacter_C.GetMontageSectionForAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_MontageAction LocalAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* LocalMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* OverrideBlendInTime (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) class FName AAbstractCharacter_C::GetMontageSectionForAction(E_MontageAction LocalAction, class UAnimMontage* LocalMontage, int32 Index_0, double* OverrideBlendInTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMontageSectionForAction"); Params::AbstractCharacter_C_GetMontageSectionForAction Parms{}; Parms.LocalAction = LocalAction; Parms.LocalMontage = LocalMontage; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); if (OverrideBlendInTime != nullptr) *OverrideBlendInTime = Parms.OverrideBlendInTime; return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetMyCharacterShound // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UCharacterSoundComponent_C** CharacterSoundComponent (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSoundComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMyCharacterShound"); Params::AbstractCharacter_C_GetMyCharacterShound Parms{}; UObject::ProcessEvent(Func, &Parms); if (CharacterSoundComponent != nullptr) *CharacterSoundComponent = Parms.CharacterSoundComponent; } // Function AbstractCharacter.AbstractCharacter_C.GetMyDissolve // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_DissolveComponent_C** DissolveComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMyDissolve"); Params::AbstractCharacter_C_GetMyDissolve Parms{}; UObject::ProcessEvent(Func, &Parms); if (DissolveComp != nullptr) *DissolveComp = Parms.DissolveComp; } // Function AbstractCharacter.AbstractCharacter_C.GetMyForceActing // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UForceActingComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UForceActingComponent_C* AAbstractCharacter_C::GetMyForceActing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMyForceActing"); Params::AbstractCharacter_C_GetMyForceActing Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetMyStatBar // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UWidgetComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UWidgetComponent* AAbstractCharacter_C::GetMyStatBar() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMyStatBar"); Params::AbstractCharacter_C_GetMyStatBar Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetMyTargetBillboardRootComponent // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class USceneComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class USceneComponent* AAbstractCharacter_C::GetMyTargetBillboardRootComponent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetMyTargetBillboardRootComponent"); Params::AbstractCharacter_C_GetMyTargetBillboardRootComponent Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetNetworkState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ADCS_SyncState_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ADCS_SyncState_C* AAbstractCharacter_C::GetNetworkState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetNetworkState"); Params::AbstractCharacter_C_GetNetworkState Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetRealBlockingState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::GetRealBlockingState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetRealBlockingState"); Params::AbstractCharacter_C_GetRealBlockingState Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetReduceDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double AAbstractCharacter_C::GetReduceDamage(class AActor* DamageCauser) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetReduceDamage"); Params::AbstractCharacter_C_GetReduceDamage Parms{}; Parms.DamageCauser = DamageCauser; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.GetSelectedWeaponDisplayItem // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ADisplayedItem_C** DisplayedItem (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetSelectedWeaponDisplayItem(class ADisplayedItem_C** DisplayedItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetSelectedWeaponDisplayItem"); Params::AbstractCharacter_C_GetSelectedWeaponDisplayItem Parms{}; UObject::ProcessEvent(Func, &Parms); if (DisplayedItem != nullptr) *DisplayedItem = Parms.DisplayedItem; } // Function AbstractCharacter.AbstractCharacter_C.GetSelectedWeaponType // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_ItemType* Type (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetSelectedWeaponType(E_ItemType* Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetSelectedWeaponType"); Params::AbstractCharacter_C_GetSelectedWeaponType Parms{}; UObject::ProcessEvent(Func, &Parms); if (Type != nullptr) *Type = Parms.Type; } // Function AbstractCharacter.AbstractCharacter_C.GetState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_State* State (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetState(E_State* State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetState"); Params::AbstractCharacter_C_GetState Parms{}; UObject::ProcessEvent(Func, &Parms); if (State != nullptr) *State = Parms.State; } // Function AbstractCharacter.AbstractCharacter_C.GetStatsValue // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::GetStatsValue(const struct FGameplayTag& Type, double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "GetStatsValue"); Params::AbstractCharacter_C_GetStatsValue Parms{}; Parms.Type = std::move(Type); UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AbstractCharacter.AbstractCharacter_C.ImplBreakPoint // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::ImplBreakPoint(const class FString& StateName, const class FString& EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplBreakPoint"); Params::AbstractCharacter_C_ImplBreakPoint Parms{}; Parms.StateName = std::move(StateName); Parms.EventName = std::move(EventName); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ImplBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplBufferInput"); Params::AbstractCharacter_C_ImplBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ImplDeath1 // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplDeath1() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplDeath1"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplFallendamageBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplFallendamageBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplFallendamageBufferInput"); Params::AbstractCharacter_C_ImplFallendamageBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ImplHoldActioninput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplHoldActioninput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplHoldActioninput"); Params::AbstractCharacter_C_ImplHoldActioninput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ImplInputInteract // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplInputInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplInputInteract"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplPrintPoint // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::ImplPrintPoint(const class FString& StateName, const class FString& EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplPrintPoint"); Params::AbstractCharacter_C_ImplPrintPoint Parms{}; Parms.StateName = std::move(StateName); Parms.EventName = std::move(EventName); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ImplSetState // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& InStateType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::ImplSetState(const class FString& InStateType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplSetState"); Params::AbstractCharacter_C_ImplSetState Parms{}; Parms.InStateType = std::move(InStateType); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ImplTakeDamage // (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGenericStructPasser& InDamage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const struct FGenericStructPasser& InHitresult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool* OutHandled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // uint8* OutReturnresult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplTakeDamage"); Params::AbstractCharacter_C_ImplTakeDamage Parms{}; Parms.InDamage = std::move(InDamage); Parms.InHitresult = std::move(InHitresult); UObject::ProcessEvent(Func, &Parms); if (OutHandled != nullptr) *OutHandled = Parms.OutHandled; if (OutReturnresult != nullptr) *OutReturnresult = Parms.OutReturnresult; } // Function AbstractCharacter.AbstractCharacter_C.ImplTakeDirectDamage // (Event, Public, BlueprintEvent) // Parameters: // const float InValue (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* InCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplTakeDirectDamage(const float InValue, class AActor* InCauser) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplTakeDirectDamage"); Params::AbstractCharacter_C_ImplTakeDirectDamage Parms{}; Parms.InValue = InValue; Parms.InCauser = InCauser; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ImplTickMove // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplTickMove() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplTickMove"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplTryBreakInteract // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplTryBreakInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplTryBreakInteract"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplTryEndRebornfire // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplTryEndRebornfire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplTryEndRebornfire"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplUpdateForwardmove // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ImplUpdateForwardmove() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplUpdateForwardmove"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ImplWeaponLoopBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplWeaponLoopBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplWeaponLoopBufferInput"); Params::AbstractCharacter_C_ImplWeaponLoopBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ImplWeaponLoopInputWithCheck // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ImplWeaponLoopInputWithCheck(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ImplWeaponLoopInputWithCheck"); Params::AbstractCharacter_C_ImplWeaponLoopInputWithCheck Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Init State Machine // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* StateMgrClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Init_State_Machine(class UClass* StateMgrClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Init State Machine"); Params::AbstractCharacter_C_Init_State_Machine Parms{}; Parms.StateMgrClass = StateMgrClass; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.InternalMontageAction // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* SelectedMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double PlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName PresetSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool StopAllMontags (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FGameplayTag& PlayerAction (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // float BlendInTimeOverride (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float InTimeToStartMontageAt (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* DurationToEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::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) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "InternalMontageAction"); Params::AbstractCharacter_C_InternalMontageAction Parms{}; Parms.NewState = NewState; Parms.Action = Action; Parms.SelectedMontage = SelectedMontage; Parms.PlayRate = PlayRate; Parms.PresetSection = PresetSection; Parms.StopAllMontags = StopAllMontags; Parms.PlayerAction = std::move(PlayerAction); Parms.BlendInTimeOverride = BlendInTimeOverride; Parms.InTimeToStartMontageAt = InTimeToStartMontageAt; UObject::ProcessEvent(Func, &Parms); if (DurationToEnd != nullptr) *DurationToEnd = Parms.DurationToEnd; if (Success != nullptr) *Success = Parms.Success; } // Function AbstractCharacter.AbstractCharacter_C.IsAlive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::IsAlive(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "IsAlive"); Params::AbstractCharacter_C_IsAlive Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.IsAttackableTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::IsAttackableTarget(class AActor* Target, bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "IsAttackableTarget"); Params::AbstractCharacter_C_IsAttackableTarget Parms{}; Parms.Target = Target; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.IsInCombatPose // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::IsInCombatPose(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "IsInCombatPose"); Params::AbstractCharacter_C_IsInCombatPose Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.IsShieldEquipped // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::IsShieldEquipped() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "IsShieldEquipped"); Params::AbstractCharacter_C_IsShieldEquipped Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.JumpToSection // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::JumpToSection(class FName SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "JumpToSection"); Params::AbstractCharacter_C_JumpToSection Parms{}; Parms.SectionName = SectionName; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.MontageAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double PlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool StopAllMontages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FGameplayTag& PlayerAction (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::MontageAction(E_State NewState, E_MontageAction Action, int32 Index_0, double PlayRate, bool StopAllMontages, const struct FGameplayTag& PlayerAction, double* Duration, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "MontageAction"); Params::AbstractCharacter_C_MontageAction Parms{}; Parms.NewState = NewState; Parms.Action = Action; Parms.Index_0 = Index_0; Parms.PlayRate = PlayRate; Parms.StopAllMontages = StopAllMontages; Parms.PlayerAction = std::move(PlayerAction); UObject::ProcessEvent(Func, &Parms); if (Duration != nullptr) *Duration = Parms.Duration; if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function AbstractCharacter.AbstractCharacter_C.OnActivityChanged_StateManagerComp // (BlueprintCallable, BlueprintEvent) // Parameters: // E_Activity Activity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnActivityChanged_StateManagerComp"); Params::AbstractCharacter_C_OnActivityChanged_StateManagerComp Parms{}; Parms.Activity = Activity; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.OnApplyNewEffectEvent // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FF_Effect& EffectType (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::OnApplyNewEffectEvent(const struct FF_Effect& EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnApplyNewEffectEvent"); Params::AbstractCharacter_C_OnApplyNewEffectEvent Parms{}; Parms.EffectType = std::move(EffectType); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.OnBeginPlayDeathMontageEvent // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::OnBeginPlayDeathMontageEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnBeginPlayDeathMontageEvent"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.OnRagdollBodyOverlappedEvent // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UPrimitiveComponent* OverlappedComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPrimitiveComponent* OtherComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // int32 OtherBodyIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool bFromSweep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FHitResult& SweepResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference) void AAbstractCharacter_C::OnRagdollBodyOverlappedEvent(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnRagdollBodyOverlappedEvent"); Params::AbstractCharacter_C_OnRagdollBodyOverlappedEvent Parms{}; Parms.OverlappedComponent = OverlappedComponent; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.OtherBodyIndex = OtherBodyIndex; Parms.bFromSweep = bFromSweep; Parms.SweepResult = std::move(SweepResult); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.OnValueChanged_Health // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnValueChanged_Health"); Params::AbstractCharacter_C_OnValueChanged_Health Parms{}; Parms.Type = std::move(Type); Parms.OldValue = OldValue; Parms.NewValue = NewValue; Parms.MaxValue = MaxValue; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.OnValueChanged_HealthA // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::OnValueChanged_HealthA(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OnValueChanged_HealthA"); Params::AbstractCharacter_C_OnValueChanged_HealthA Parms{}; Parms.Type = std::move(Type); Parms.OldValue = OldValue; Parms.NewValue = NewValue; Parms.MaxValue = MaxValue; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.OverrideTraceDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const int32 TraceId (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const TArray& IgnoreActors (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // TArray* OutHits (Parm, OutParm, ContainsInstancedReference) void AAbstractCharacter_C::OverrideTraceDamage(const int32 TraceId, const TArray& IgnoreActors, TArray* OutHits) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "OverrideTraceDamage"); Params::AbstractCharacter_C_OverrideTraceDamage Parms{}; Parms.TraceId = TraceId; Parms.IgnoreActors = std::move(IgnoreActors); UObject::ProcessEvent(Func, &Parms); if (OutHits != nullptr) *OutHits = std::move(Parms.OutHits); } // Function AbstractCharacter.AbstractCharacter_C.Play Counter Attack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Play_Counter_Attack(bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Play Counter Attack"); Params::AbstractCharacter_C_Play_Counter_Attack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function AbstractCharacter.AbstractCharacter_C.Play Flash // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool direct_flash (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Play_Flash(bool direct_flash, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Play Flash"); Params::AbstractCharacter_C_Play_Flash Parms{}; Parms.direct_flash = direct_flash; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function AbstractCharacter.AbstractCharacter_C.Play FlashParry // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Play_FlashParry(int32 Index_0, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Play FlashParry"); Params::AbstractCharacter_C_Play_FlashParry Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function AbstractCharacter.AbstractCharacter_C.PlayCameraShake // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // TSubclassOf camerashake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // float Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayCameraShake(TSubclassOf camerashake, float Scale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayCameraShake"); Params::AbstractCharacter_C_PlayCameraShake Parms{}; Parms.camerashake = camerashake; Parms.Scale = Scale; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PlayCharacterMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double InPlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool bStopAllMontages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName LinkedTag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName Section (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool SyncMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayCharacterMontage(class UAnimMontage* MontageToPlay, double InPlayRate, bool bStopAllMontages, class FName LinkedTag, class FName Section, bool SyncMontage, double* Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayCharacterMontage"); Params::AbstractCharacter_C_PlayCharacterMontage Parms{}; Parms.MontageToPlay = MontageToPlay; Parms.InPlayRate = InPlayRate; Parms.bStopAllMontages = bStopAllMontages; Parms.LinkedTag = LinkedTag; Parms.Section = Section; Parms.SyncMontage = SyncMontage; UObject::ProcessEvent(Func, &Parms); if (Duration != nullptr) *Duration = Parms.Duration; } // Function AbstractCharacter.AbstractCharacter_C.PlayEffectMongtage // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Effect_Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Montage_Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 ExtendArg (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& Impact_Direction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayEffectMongtage(E_EffectType Effect_Type, E_MontageAction Montage_Action, int32 ExtendArg, const struct FVector& Impact_Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayEffectMongtage"); Params::AbstractCharacter_C_PlayEffectMongtage Parms{}; Parms.Effect_Type = Effect_Type; Parms.Montage_Action = Montage_Action; Parms.ExtendArg = ExtendArg; Parms.Impact_Direction = std::move(Impact_Direction); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PlayFeedback // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UForceFeedbackEffect* Feedback (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayFeedback(class UForceFeedbackEffect* Feedback, float Scale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayFeedback"); Params::AbstractCharacter_C_PlayFeedback Parms{}; Parms.Feedback = Feedback; Parms.Scale = Scale; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PlayHitBreak // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FST_HitShakeData& Shake (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) // const struct FVector& InMaxVelocity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayHitBreak(class AActor* AttackerPlayer, const struct FST_HitShakeData& Shake, const struct FVector& InMaxVelocity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayHitBreak"); Params::AbstractCharacter_C_PlayHitBreak Parms{}; Parms.AttackerPlayer = AttackerPlayer; Parms.Shake = std::move(Shake); Parms.InMaxVelocity = std::move(InMaxVelocity); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PlayHitShake // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FST_HitShakeData& Shake (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) // const struct FVector& HitForwardVector (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const E_AttackResult HitResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool PlayHitBreak_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool PlayShake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PlayHitShake(const struct FST_HitShakeData& Shake, const struct FVector& HitForwardVector, const E_AttackResult HitResult, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PlayHitShake"); Params::AbstractCharacter_C_PlayHitShake Parms{}; Parms.Shake = std::move(Shake); Parms.HitForwardVector = std::move(HitForwardVector); Parms.HitResult = HitResult; Parms.AttackerPlayer = AttackerPlayer; Parms.PlayHitBreak_0 = PlayHitBreak_0; Parms.PlayShake = PlayShake; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PostHitTarget // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool HasAppliedDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Undelayed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PostHitTarget(const struct FHitResult& HitResult, E_AttackResult DamageResult, bool HasAppliedDamage, bool Undelayed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PostHitTarget"); Params::AbstractCharacter_C_PostHitTarget Parms{}; Parms.HitResult = std::move(HitResult); Parms.DamageResult = DamageResult; Parms.HasAppliedDamage = HasAppliedDamage; Parms.Undelayed = Undelayed; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.PreActiveRagdollEvent // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::PreActiveRagdollEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PreActiveRagdollEvent"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.PresetDeathAnim // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* PresetDeathMontage_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimSequence* PresetDeathAnimation_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::PresetDeathAnim(class UAnimMontage* PresetDeathMontage_0, class UAnimSequence* PresetDeathAnimation_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "PresetDeathAnim"); Params::AbstractCharacter_C_PresetDeathAnim Parms{}; Parms.PresetDeathMontage_0 = PresetDeathMontage_0; Parms.PresetDeathAnimation_0 = PresetDeathAnimation_0; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Private_TakeDamage // (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_HitData& EnemyHitData (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Private_TakeDamage"); Params::AbstractCharacter_C_Private_TakeDamage Parms{}; Parms.EnemyHitData = std::move(EnemyHitData); Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); EnemyHitData = std::move(Parms.EnemyHitData); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function AbstractCharacter.AbstractCharacter_C.Private_TakeDirectDamage // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* DecreaseCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Private_TakeDirectDamage(double Value, class AActor* DecreaseCauser) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Private_TakeDirectDamage"); Params::AbstractCharacter_C_Private_TakeDirectDamage Parms{}; Parms.Value = Value; Parms.DecreaseCauser = DecreaseCauser; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Process_DamageResult // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& DamageResultType (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Causer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Process_DamageResult(const struct FGameplayTag& DamageResultType, double Value, class AActor* Causer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Process_DamageResult"); Params::AbstractCharacter_C_Process_DamageResult Parms{}; Parms.DamageResultType = std::move(DamageResultType); Parms.Value = Value; Parms.Causer = Causer; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ProductAction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ProductAction(int32 Value, E_AIQueryAction Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ProductAction"); Params::AbstractCharacter_C_ProductAction Parms{}; Parms.Value = Value; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.QueryAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::QueryAction(E_AIQueryAction Action, int32* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "QueryAction"); Params::AbstractCharacter_C_QueryAction Parms{}; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.QueryAndCosumeAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Requester (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::QueryAndCosumeAction(class AActor* Requester, E_AIQueryAction Action, int32* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "QueryAndCosumeAction"); Params::AbstractCharacter_C_QueryAndCosumeAction Parms{}; Parms.Requester = Requester; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function AbstractCharacter.AbstractCharacter_C.ReceiveBeginPlay // (Event, Protected, BlueprintEvent) void AAbstractCharacter_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.ReceiveDestroyed // (Event, Public, BlueprintEvent) void AAbstractCharacter_C::ReceiveDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ReceiveDestroyed"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.recordAction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::recordAction(E_AIQueryAction Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "recordAction"); Params::AbstractCharacter_C_recordAction Parms{}; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ReplaceBeginPlays // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::ReplaceBeginPlays() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ReplaceBeginPlays"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.Request_GetMeDirectDamage // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Request_GetMeDirectDamage(class AActor* Attacker, const class FString& SkillID, E_EffectType EffectType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Request_GetMeDirectDamage"); Params::AbstractCharacter_C_Request_GetMeDirectDamage Parms{}; Parms.Attacker = Attacker; Parms.SkillID = std::move(SkillID); Parms.EffectType = EffectType; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.RequestAllActions // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray* actions (Parm, OutParm) void AAbstractCharacter_C::RequestAllActions(TArray* actions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "RequestAllActions"); Params::AbstractCharacter_C_RequestAllActions Parms{}; UObject::ProcessEvent(Func, &Parms); if (actions != nullptr) *actions = std::move(Parms.actions); } // Function AbstractCharacter.AbstractCharacter_C.ResetIdleState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ResetIdleState(double Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ResetIdleState"); Params::AbstractCharacter_C_ResetIdleState Parms{}; Parms.Delay = Delay; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ResetMeleeAttackCounter // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::ResetMeleeAttackCounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ResetMeleeAttackCounter"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.Select Dead Montage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Random (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Select_Dead_Montage(bool Random, class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Select Dead Montage"); Params::AbstractCharacter_C_Select_Dead_Montage Parms{}; Parms.Random = Random; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function AbstractCharacter.AbstractCharacter_C.SelectAttackMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ForceRsetCombo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction* Action (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* Index_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SelectAttackMontage(E_MeleeAttackType MeleeAttackType, bool ForceRsetCombo, E_MontageAction* Action, int32* Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SelectAttackMontage"); Params::AbstractCharacter_C_SelectAttackMontage Parms{}; Parms.MeleeAttackType = MeleeAttackType; Parms.ForceRsetCombo = ForceRsetCombo; UObject::ProcessEvent(Func, &Parms); if (Action != nullptr) *Action = Parms.Action; if (Index_0 != nullptr) *Index_0 = Parms.Index_0; } // Function AbstractCharacter.AbstractCharacter_C.SetAttackCounterAccelerate // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetAttackCounterAccelerate(double NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetAttackCounterAccelerate"); Params::AbstractCharacter_C_SetAttackCounterAccelerate Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetCanExecuteFXEnable(Overloaded) // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetCanExecuteFXEnable_Overloaded_(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetCanExecuteFXEnable(Overloaded)"); Params::AbstractCharacter_C_SetCanExecuteFXEnable_Overloaded_ Parms{}; Parms.Enable = Enable; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetCollisionWhenFullyOpenSimulatePhysics // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::SetCollisionWhenFullyOpenSimulatePhysics() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetCollisionWhenFullyOpenSimulatePhysics"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.SetEnableRotateLookAt // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool RotateWaist (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetEnableRotateLookAt(bool Enable, bool RotateWaist, class AActor* Target, double Offset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetEnableRotateLookAt"); Params::AbstractCharacter_C_SetEnableRotateLookAt Parms{}; Parms.Enable = Enable; Parms.RotateWaist = RotateWaist; Parms.Target = Target; Parms.Offset = Offset; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetEnableSlideRotate // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* NewParam1 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetEnableSlideRotate(bool Enable, bool* NewParam1) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetEnableSlideRotate"); Params::AbstractCharacter_C_SetEnableSlideRotate Parms{}; Parms.Enable = Enable; UObject::ProcessEvent(Func, &Parms); if (NewParam1 != nullptr) *NewParam1 = Parms.NewParam1; } // Function AbstractCharacter.AbstractCharacter_C.SetExecuteFXEnable(Overloaded) // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetExecuteFXEnable_Overloaded_(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetExecuteFXEnable(Overloaded)"); Params::AbstractCharacter_C_SetExecuteFXEnable_Overloaded_ Parms{}; Parms.Enable = Enable; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetExecuteFXVariableLinkage(Overloaded) // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName InVariableName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float InValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetExecuteFXVariableLinkage_Overloaded_(class FName InVariableName, float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetExecuteFXVariableLinkage(Overloaded)"); Params::AbstractCharacter_C_SetExecuteFXVariableLinkage_Overloaded_ Parms{}; Parms.InVariableName = InVariableName; Parms.InValue = InValue; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetForceIdleAnim // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // EMovementMode ForceMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetForceIdleAnim(class UAnimSequenceBase* Animation, EMovementMode ForceMovementMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetForceIdleAnim"); Params::AbstractCharacter_C_SetForceIdleAnim Parms{}; Parms.Animation = Animation; Parms.ForceMovementMode = ForceMovementMode; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetHp // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetHp(double NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetHp"); Params::AbstractCharacter_C_SetHp Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetMontageDurationFunction // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* Object (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& FunctionName (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const float InDelayedToStart (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const float InDelayedToEnd (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TSubclassOfNotifyEnd (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // struct FMontageDurationHandle* Handler (Parm, OutParm, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetMontageDurationFunction(class UObject* Object, const class FString& FunctionName, const float InDelayedToStart, const float InDelayedToEnd, TSubclassOf NotifyEnd, struct FMontageDurationHandle* Handler) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetMontageDurationFunction"); Params::AbstractCharacter_C_SetMontageDurationFunction Parms{}; Parms.Object = Object; Parms.FunctionName = std::move(FunctionName); Parms.InDelayedToStart = InDelayedToStart; Parms.InDelayedToEnd = InDelayedToEnd; Parms.NotifyEnd = NotifyEnd; UObject::ProcessEvent(Func, &Parms); if (Handler != nullptr) *Handler = std::move(Parms.Handler); } // Function AbstractCharacter.AbstractCharacter_C.SetPerfectTimeEffectFX // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Active (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetPerfectTimeEffectFX(bool Active) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetPerfectTimeEffectFX"); Params::AbstractCharacter_C_SetPerfectTimeEffectFX Parms{}; Parms.Active = Active; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetRotateMode // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_RotationMode Mode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetRotateMode(E_RotationMode Mode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetRotateMode"); Params::AbstractCharacter_C_SetRotateMode Parms{}; Parms.Mode = Mode; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SetSelectedByTarget // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Selected (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SetSelectedByTarget(bool Selected) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SetSelectedByTarget"); Params::AbstractCharacter_C_SetSelectedByTarget Parms{}; Parms.Selected = Selected; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.SlowDownRagdollSpeedWhenFullOpen // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::SlowDownRagdollSpeedWhenFullOpen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SlowDownRagdollSpeedWhenFullOpen"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.SpawnAnimActor // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* ItemClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class FName AttachToSocket (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::SpawnAnimActor(class UClass* ItemClass, class FName AttachToSocket) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "SpawnAnimActor"); Params::AbstractCharacter_C_SpawnAnimActor Parms{}; Parms.ItemClass = ItemClass; Parms.AttachToSocket = AttachToSocket; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.StartArcaneshiftEffect // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::StartArcaneshiftEffect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "StartArcaneshiftEffect"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.Sync_AttackResult // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_AttackResult(E_AttackResult Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_AttackResult"); Params::AbstractCharacter_C_Sync_AttackResult Parms{}; Parms.Result = Result; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_CharacterDeath // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_CharacterDeath(class UAnimMontage* MontageToPlay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_CharacterDeath"); Params::AbstractCharacter_C_Sync_CharacterDeath Parms{}; Parms.MontageToPlay = MontageToPlay; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_DecayedImpactVelocity // (Net, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector_NetQuantize100& InMaxVelocity (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // class UCurveFloat* InAlphaCurve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const float InMaxDuration (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_DecayedImpactVelocity"); Params::AbstractCharacter_C_Sync_DecayedImpactVelocity Parms{}; Parms.InMaxVelocity = std::move(InMaxVelocity); Parms.InAlphaCurve = InAlphaCurve; Parms.InMaxDuration = InMaxDuration; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_ForceActingPlay // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* MainMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAnimSequenceBase* TargetMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_PairedAnimMovingType PrepareMove (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DelayedTargetExecuteMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_ForceActingPlay"); Params::AbstractCharacter_C_Sync_ForceActingPlay Parms{}; Parms.TargetActor = TargetActor; Parms.MainMontageToPlay = MainMontageToPlay; Parms.TargetMontageToPlay = TargetMontageToPlay; Parms.PrepareMove = PrepareMove; Parms.DelayedTargetExecuteMontage = DelayedTargetExecuteMontage; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_JumpToSection // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_JumpToSection(class FName SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_JumpToSection"); Params::AbstractCharacter_C_Sync_JumpToSection Parms{}; Parms.SectionName = SectionName; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_MontagePlay // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool JumpSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_MontagePlay"); Params::AbstractCharacter_C_Sync_MontagePlay Parms{}; Parms.MontageToPlay = MontageToPlay; Parms.JumpSection = JumpSection; Parms.SectionName = SectionName; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_ResetBS // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_ResetBS(const class FString& BSKey, bool Immediately) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_ResetBS"); Params::AbstractCharacter_C_Sync_ResetBS Parms{}; Parms.BSKey = std::move(BSKey); Parms.Immediately = Immediately; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Sync_SwitchBS // (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class UBlendSpace* NewBS (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Sync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Sync_SwitchBS"); Params::AbstractCharacter_C_Sync_SwitchBS Parms{}; Parms.NewBS = NewBS; Parms.BSKey = std::move(BSKey); Parms.Immediately = Immediately; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.TakeDamage // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_HitData& Emery_HitData_Processed (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "TakeDamage"); Params::AbstractCharacter_C_TakeDamage Parms{}; Parms.Emery_HitData_Processed = std::move(Emery_HitData_Processed); Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); Emery_HitData_Processed = std::move(Parms.Emery_HitData_Processed); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function AbstractCharacter.AbstractCharacter_C.TakeDamageTypeStateCheck // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FF_HitData& F_HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::TakeDamageTypeStateCheck(const struct FF_HitData& F_HitData, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "TakeDamageTypeStateCheck"); Params::AbstractCharacter_C_TakeDamageTypeStateCheck Parms{}; Parms.F_HitData = std::move(F_HitData); UObject::ProcessEvent(Func, &Parms); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function AbstractCharacter.AbstractCharacter_C.TakeDirectDamage // (BlueprintCallable, BlueprintEvent) // Parameters: // const float InValue (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class AActor* InCauser (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::TakeDirectDamage(const float InValue, const class AActor* InCauser) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "TakeDirectDamage"); Params::AbstractCharacter_C_TakeDirectDamage Parms{}; Parms.InValue = InValue; Parms.InCauser = InCauser; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.ThisFeedbackIsPlaying // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UForceFeedbackEffect* Effect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::ThisFeedbackIsPlaying(class UForceFeedbackEffect* Effect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ThisFeedbackIsPlaying"); Params::AbstractCharacter_C_ThisFeedbackIsPlaying Parms{}; Parms.Effect = Effect; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.Transmit_SponsorActingEffectToApplier // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Transmit_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Transmit_SponsorActingEffectToApplier"); Params::AbstractCharacter_C_Transmit_SponsorActingEffectToApplier Parms{}; Parms.SkillID = SkillID; Parms.Applier = Applier; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.Transmit_TakeDamage // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash) void AAbstractCharacter_C::Transmit_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Transmit_TakeDamage"); Params::AbstractCharacter_C_Transmit_TakeDamage Parms{}; Parms.Attacker = Attacker; Parms.NetworkDamageData = std::move(NetworkDamageData); UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.TryEffectAfterDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_StunType ReflectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 hit_data_id (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& Impact_Direction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Applied (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::TryEffectAfterDamage(class AActor* Applier, E_StunType ReflectType, int32 hit_data_id, const struct FVector& Impact_Direction, bool* Applied) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "TryEffectAfterDamage"); Params::AbstractCharacter_C_TryEffectAfterDamage Parms{}; Parms.Applier = Applier; Parms.ReflectType = ReflectType; Parms.hit_data_id = hit_data_id; Parms.Impact_Direction = std::move(Impact_Direction); UObject::ProcessEvent(Func, &Parms); if (Applied != nullptr) *Applied = Parms.Applied; } // Function AbstractCharacter.AbstractCharacter_C.TryPerfectTimeAnimSection // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class FName* SectionName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::TryPerfectTimeAnimSection(class UAnimMontage* Montage, class FName* SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "TryPerfectTimeAnimSection"); Params::AbstractCharacter_C_TryPerfectTimeAnimSection Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); if (SectionName != nullptr) *SectionName = Parms.SectionName; } // Function AbstractCharacter.AbstractCharacter_C.Undelayed_TakeDamage // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_HitData& Emery_HitData_Processed (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::Undelayed_TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "Undelayed_TakeDamage"); Params::AbstractCharacter_C_Undelayed_TakeDamage Parms{}; Parms.Emery_HitData_Processed = std::move(Emery_HitData_Processed); Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); Emery_HitData_Processed = std::move(Parms.Emery_HitData_Processed); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function AbstractCharacter.AbstractCharacter_C.UpdateCapsuleCollisionWhenDeath // (Public, BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::UpdateCapsuleCollisionWhenDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "UpdateCapsuleCollisionWhenDeath"); UObject::ProcessEvent(Func, nullptr); } // Function AbstractCharacter.AbstractCharacter_C.UpdateCharacterDynamicMark // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& MarkTag (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // bool Add (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::UpdateCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool Add, class AActor* HitTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "UpdateCharacterDynamicMark"); Params::AbstractCharacter_C_UpdateCharacterDynamicMark Parms{}; Parms.MarkTag = std::move(MarkTag); Parms.Add = Add; Parms.HitTarget = HitTarget; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.UpdateCollisionDeathType // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::UpdateCollisionDeathType(const class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "UpdateCollisionDeathType"); Params::AbstractCharacter_C_UpdateCollisionDeathType Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.UpdateRagdollDamping // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::UpdateRagdollDamping(int32 Level) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "UpdateRagdollDamping"); Params::AbstractCharacter_C_UpdateRagdollDamping Parms{}; Parms.Level = Level; UObject::ProcessEvent(Func, &Parms); } // Function AbstractCharacter.AbstractCharacter_C.UsePhysyicEffectWhenAppliedDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool AAbstractCharacter_C::UsePhysyicEffectWhenAppliedDamage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "UsePhysyicEffectWhenAppliedDamage"); Params::AbstractCharacter_C_UsePhysyicEffectWhenAppliedDamage Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AbstractCharacter.AbstractCharacter_C.ValidCharacterDynamicMark // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& MarkTag (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void AAbstractCharacter_C::ValidCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool* Valid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "ValidCharacterDynamicMark"); Params::AbstractCharacter_C_ValidCharacterDynamicMark Parms{}; Parms.MarkTag = std::move(MarkTag); UObject::ProcessEvent(Func, &Parms); if (Valid != nullptr) *Valid = Parms.Valid; } // Function AbstractCharacter.AbstractCharacter_C.WhenFullyOpenSimulatePhysicsEvent // (BlueprintCallable, BlueprintEvent) void AAbstractCharacter_C::WhenFullyOpenSimulatePhysicsEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AbstractCharacter_C", "WhenFullyOpenSimulatePhysicsEvent"); UObject::ProcessEvent(Func, nullptr); } }