#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AC_jRPG_CharacterBattleStats #include "Basic.hpp" #include "AC_jRPG_CharacterBattleStats_classes.hpp" #include "AC_jRPG_CharacterBattleStats_parameters.hpp" namespace SDK { // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDamageSourceCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C** CharacterStats_0 (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetDamageSourceCharacter(class UAC_jRPG_CharacterBattleStats_C** CharacterStats_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDamageSourceCharacter"); Params::AC_jRPG_CharacterBattleStats_C_GetDamageSourceCharacter Parms{}; UObject::ProcessEvent(Func, &Parms); if (CharacterStats_0 != nullptr) *CharacterStats_0 = Parms.CharacterStats_0; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDamageSourceType // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // EDamageReason* DamageSourceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetDamageSourceType(EDamageReason* DamageSourceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDamageSourceType"); Params::AC_jRPG_CharacterBattleStats_C_GetDamageSourceType Parms{}; UObject::ProcessEvent(Func, &Parms); if (DamageSourceType != nullptr) *DamageSourceType = Parms.DamageSourceType; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.NotifySkillStatesAvailable // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::NotifySkillStatesAvailable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "NotifySkillStatesAvailable"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanCounterAttackCurrentEnemySkill // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CanCounterAttackCurrentEnemySkill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanCounterAttackCurrentEnemySkill"); Params::AC_jRPG_CharacterBattleStats_C_CanCounterAttackCurrentEnemySkill Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDeathQueuedForTurnEnd // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsDeathQueuedForTurnEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDeathQueuedForTurnEnd"); Params::AC_jRPG_CharacterBattleStats_C_IsDeathQueuedForTurnEnd Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ClearSkillStates // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ClearSkillStates() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ClearSkillStates"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetDead_Internal // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::SetDead_Internal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetDead_Internal"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsPreparedForBattle // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsPreparedForBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsPreparedForBattle"); Params::AC_jRPG_CharacterBattleStats_C_IsPreparedForBattle Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetGenderTag // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // ETextGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) ETextGender UAC_jRPG_CharacterBattleStats_C::GetGenderTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetGenderTag"); Params::AC_jRPG_CharacterBattleStats_C_GetGenderTag Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryDodgeHitFromCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool* Successful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* IsPerfectDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryDodgeHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful, bool* IsPerfectDodge) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryDodgeHitFromCharacter"); Params::AC_jRPG_CharacterBattleStats_C_TryDodgeHitFromCharacter Parms{}; Parms.AttackingCharacter = AttackingCharacter; UObject::ProcessEvent(Func, &Parms); if (Successful != nullptr) *Successful = Parms.Successful; if (IsPerfectDodge != nullptr) *IsPerfectDodge = Parms.IsPerfectDodge; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryParryHitFromCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool* Successful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryParryHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryParryHitFromCharacter"); Params::AC_jRPG_CharacterBattleStats_C_TryParryHitFromCharacter Parms{}; Parms.AttackingCharacter = AttackingCharacter; UObject::ProcessEvent(Func, &Parms); if (Successful != nullptr) *Successful = Parms.Successful; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetParryWindowModifier(class UModifierStack_Float** Stack) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetParryWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_GetParryWindowModifier Parms{}; UObject::ProcessEvent(Func, &Parms); if (Stack != nullptr) *Stack = Parms.Stack; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_CharacterBattleStats_C::RemoveParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveParryWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_RemoveParryWindowModifier Parms{}; Parms.OutModifierHandle = std::move(OutModifierHandle); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double Percent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddParryWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddParryWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_AddParryWindowModifier Parms{}; Parms.Percent = Percent; Parms.OutModifierHandle = std::move(OutModifierHandle); Parms.DebugName = std::move(DebugName); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetDodgeWindowModifier(class UModifierStack_Float** Stack) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDodgeWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_GetDodgeWindowModifier Parms{}; UObject::ProcessEvent(Func, &Parms); if (Stack != nullptr) *Stack = Parms.Stack; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_CharacterBattleStats_C::RemoveDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDodgeWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_RemoveDodgeWindowModifier Parms{}; Parms.OutModifierHandle = std::move(OutModifierHandle); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double Percent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddDodgeWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDodgeWindowModifier"); Params::AC_jRPG_CharacterBattleStats_C_AddDodgeWindowModifier Parms{}; Parms.Percent = Percent; Parms.OutModifierHandle = std::move(OutModifierHandle); Parms.DebugName = std::move(DebugName); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveParryLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_CharacterBattleStats_C::RemoveParryLock(struct FSF_ReferenceCounterHandle& LockHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveParryLock"); Params::AC_jRPG_CharacterBattleStats_C_RemoveParryLock Parms{}; Parms.LockHandle = std::move(LockHandle); UObject::ProcessEvent(Func, &Parms); LockHandle = std::move(Parms.LockHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddParryLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddParryLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddParryLock"); Params::AC_jRPG_CharacterBattleStats_C_AddParryLock Parms{}; Parms.LockHandle = std::move(LockHandle); Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); LockHandle = std::move(Parms.LockHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsParryLocked // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsParryLocked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsParryLocked"); Params::AC_jRPG_CharacterBattleStats_C_IsParryLocked Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSkillScript // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_Battle_SkillScript_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ABP_Battle_SkillScript_C* UAC_jRPG_CharacterBattleStats_C::GetCurrentSkillScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSkillScript"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSkillScript Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsOfArchetype // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TSoftObjectPtrArchetype (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsOfArchetype(TSoftObjectPtr Archetype) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsOfArchetype"); Params::AC_jRPG_CharacterBattleStats_C_IsOfArchetype Parms{}; Parms.Archetype = Archetype; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetArchetype // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_DataAsset_EnemyBattleArchetype_C**Archetype (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetArchetype(class UBP_DataAsset_EnemyBattleArchetype_C** Archetype) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetArchetype"); Params::AC_jRPG_CharacterBattleStats_C_GetArchetype Parms{}; UObject::ProcessEvent(Func, &Parms); if (Archetype != nullptr) *Archetype = Parms.Archetype; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetCurrentParryFlags // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ResetCurrentParryFlags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetCurrentParryFlags"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetCurrentAttackTypeFlags // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ResetCurrentAttackTypeFlags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetCurrentAttackTypeFlags"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetForcedSkillOnNextTurn // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_Battle_SkillScript_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ABP_Battle_SkillScript_C* UAC_jRPG_CharacterBattleStats_C::GetForcedSkillOnNextTurn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetForcedSkillOnNextTurn"); Params::AC_jRPG_CharacterBattleStats_C_GetForcedSkillOnNextTurn Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryProcessForcedSkill // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* PreventPlayerChoice (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryProcessForcedSkill(bool* PreventPlayerChoice) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryProcessForcedSkill"); Params::AC_jRPG_CharacterBattleStats_C_TryProcessForcedSkill Parms{}; UObject::ProcessEvent(Func, &Parms); if (PreventPlayerChoice != nullptr) *PreventPlayerChoice = Parms.PreventPlayerChoice; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ForceSkillOnNextTurn // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_Battle_SkillScript_C* SkillScript (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ForceSkillOnNextTurn(class ABP_Battle_SkillScript_C* SkillScript) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ForceSkillOnNextTurn"); Params::AC_jRPG_CharacterBattleStats_C_ForceSkillOnNextTurn Parms{}; Parms.SkillScript = SkillScript; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsSameCharacterStats // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsSameCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsSameCharacterStats"); Params::AC_jRPG_CharacterBattleStats_C_IsSameCharacterStats Parms{}; Parms.CharacterStats_0 = CharacterStats_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryPerformBreakStun // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // E_BreakStunReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryPerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryPerformBreakStun"); Params::AC_jRPG_CharacterBattleStats_C_TryPerformBreakStun Parms{}; Parms.SourceCharacter = SourceCharacter; Parms.Reason = Reason; UObject::ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanPerformBreakStun // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CanPerformBreakStun() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanPerformBreakStun"); Params::AC_jRPG_CharacterBattleStats_C_CanPerformBreakStun Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PerformBreakStun // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // E_BreakStunReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::PerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PerformBreakStun"); Params::AC_jRPG_CharacterBattleStats_C_PerformBreakStun Parms{}; Parms.SourceCharacter = SourceCharacter; Parms.Reason = Reason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetIsCharacterFlying // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsFlying_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetIsCharacterFlying(bool IsFlying_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetIsCharacterFlying"); Params::AC_jRPG_CharacterBattleStats_C_SetIsCharacterFlying Parms{}; Parms.IsFlying_0 = IsFlying_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanPerformAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CanPerformAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanPerformAction"); Params::AC_jRPG_CharacterBattleStats_C_CanPerformAction Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.HasForcedAutoAttack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::HasForcedAutoAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "HasForcedAutoAttack"); Params::AC_jRPG_CharacterBattleStats_C_HasForcedAutoAttack Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveForcedAutoAttack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& ReferenceHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_CharacterBattleStats_C::RemoveForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveForcedAutoAttack"); Params::AC_jRPG_CharacterBattleStats_C_RemoveForcedAutoAttack Parms{}; Parms.ReferenceHandle = std::move(ReferenceHandle); UObject::ProcessEvent(Func, &Parms); ReferenceHandle = std::move(Parms.ReferenceHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddForcedAutoAttack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& ReferenceHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle, const class FString& DebugName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddForcedAutoAttack"); Params::AC_jRPG_CharacterBattleStats_C_AddForcedAutoAttack Parms{}; Parms.ReferenceHandle = std::move(ReferenceHandle); Parms.DebugName = std::move(DebugName); UObject::ProcessEvent(Func, &Parms); ReferenceHandle = std::move(Parms.ReferenceHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsFlyingCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsFlyingCharacter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsFlyingCharacter"); Params::AC_jRPG_CharacterBattleStats_C_IsFlyingCharacter Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDead // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDead"); Params::AC_jRPG_CharacterBattleStats_C_IsDead Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCharacterData // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_CharacterData_C** CharacterData (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCharacterData(class UBP_CharacterData_C** CharacterData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCharacterData"); Params::AC_jRPG_CharacterBattleStats_C_GetCharacterData Parms{}; UObject::ProcessEvent(Func, &Parms); if (CharacterData != nullptr) *CharacterData = Parms.CharacterData; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsInTeam // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // ECharacterTeamSelector Team (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsInTeam(ECharacterTeamSelector Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsInTeam"); Params::AC_jRPG_CharacterBattleStats_C_IsInTeam Parms{}; Parms.Team = Team; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCurrentBreakBarDamage // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int64 NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetCurrentBreakBarDamage(int64 NewValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCurrentBreakBarDamage"); Params::AC_jRPG_CharacterBattleStats_C_SetCurrentBreakBarDamage Parms{}; Parms.NewValue = NewValue; Parms.SourceCharacter = SourceCharacter; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetStunBuffClass // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class UClass* UAC_jRPG_CharacterBattleStats_C::GetStunBuffClass() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetStunBuffClass"); Params::AC_jRPG_CharacterBattleStats_C_GetStunBuffClass Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetBreakBarDamagePercentage // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Percentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetBreakBarDamagePercentage"); Params::AC_jRPG_CharacterBattleStats_C_SetBreakBarDamagePercentage Parms{}; Parms.Percentage = Percentage; Parms.SourceCharacter = SourceCharacter; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddBreakBarDamagePercentage // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Percentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddBreakBarDamagePercentage"); Params::AC_jRPG_CharacterBattleStats_C_AddBreakBarDamagePercentage Parms{}; Parms.Percentage = Percentage; Parms.SourceCharacter = SourceCharacter; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddBreakBarDamage // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int64 DamageValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddBreakBarDamage(int64 DamageValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddBreakBarDamage"); Params::AC_jRPG_CharacterBattleStats_C_AddBreakBarDamage Parms{}; Parms.DamageValue = DamageValue; Parms.SourceCharacter = SourceCharacter; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentBreakBarPercent // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_CharacterBattleStats_C::GetCurrentBreakBarPercent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentBreakBarPercent"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentBreakBarPercent Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitBreakBar // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 BreakBarHPPercentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::InitBreakBar(int32 BreakBarHPPercentage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitBreakBar"); Params::AC_jRPG_CharacterBattleStats_C_InitBreakBar Parms{}; Parms.BreakBarHPPercentage = BreakBarHPPercentage; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.HasPendingResurrect // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Enabled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::HasPendingResurrect(bool* Enabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "HasPendingResurrect"); Params::AC_jRPG_CharacterBattleStats_C_HasPendingResurrect Parms{}; UObject::ProcessEvent(Func, &Parms); if (Enabled != nullptr) *Enabled = Parms.Enabled; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResurrectInternal // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ResurrectInternal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResurrectInternal"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetFreeAimDamageType // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EAttackType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) EAttackType UAC_jRPG_CharacterBattleStats_C::GetFreeAimDamageType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetFreeAimDamageType"); Params::AC_jRPG_CharacterBattleStats_C_GetFreeAimDamageType Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetBaseDamageType // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EAttackType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) EAttackType UAC_jRPG_CharacterBattleStats_C::GetBaseDamageType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetBaseDamageType"); Params::AC_jRPG_CharacterBattleStats_C_GetBaseDamageType Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.StopInterceptingAttacksAgainstCharacter // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::StopInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "StopInterceptingAttacksAgainstCharacter"); Params::AC_jRPG_CharacterBattleStats_C_StopInterceptingAttacksAgainstCharacter Parms{}; Parms.CharacterStats_0 = CharacterStats_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.StartInterceptingAttacksAgainstCharacter // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::StartInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "StartInterceptingAttacksAgainstCharacter"); Params::AC_jRPG_CharacterBattleStats_C_StartInterceptingAttacksAgainstCharacter Parms{}; Parms.CharacterStats_0 = CharacterStats_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanInterceptAttack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* TargetedCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* AttackerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CanInterceptAttack(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacter, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanInterceptAttack"); Params::AC_jRPG_CharacterBattleStats_C_CanInterceptAttack Parms{}; Parms.TargetedCharacter = TargetedCharacter; Parms.AttackerCharacter = AttackerCharacter; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnBattleEnded // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::OnBattleEnded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnBattleEnded"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDodgeLockActive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsDodgeLockActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDodgeLockActive"); Params::AC_jRPG_CharacterBattleStats_C_IsDodgeLockActive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDodgeLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_CharacterBattleStats_C::RemoveDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDodgeLock"); Params::AC_jRPG_CharacterBattleStats_C_RemoveDodgeLock Parms{}; Parms.LockHandle = std::move(LockHandle); UObject::ProcessEvent(Func, &Parms); LockHandle = std::move(Parms.LockHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDodgeLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDodgeLock"); Params::AC_jRPG_CharacterBattleStats_C_AddDodgeLock Parms{}; Parms.LockHandle = std::move(LockHandle); Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); LockHandle = std::move(Parms.LockHandle); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTeam // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // ECharacterTeamSelector* Team (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetTeam(ECharacterTeamSelector* Team) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTeam"); Params::AC_jRPG_CharacterBattleStats_C_GetTeam Parms{}; UObject::ProcessEvent(Func, &Parms); if (Team != nullptr) *Team = Parms.Team; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveDamageFromObject // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Straight_Damage__ignores_calculation_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_BattleDamageBuilder_C* DamageBuilder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double* DamageDealt (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* HasHit (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* DodgeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* ParrySuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_BattleDamages_C** BattleDamages (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReceiveDamageFromObject(double Straight_Damage__ignores_calculation_, class UBP_BattleDamageBuilder_C* DamageBuilder, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, class UBP_BattleDamages_C** BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveDamageFromObject"); Params::AC_jRPG_CharacterBattleStats_C_ReceiveDamageFromObject Parms{}; Parms.Straight_Damage__ignores_calculation_ = Straight_Damage__ignores_calculation_; Parms.DamageBuilder = DamageBuilder; UObject::ProcessEvent(Func, &Parms); if (DamageDealt != nullptr) *DamageDealt = Parms.DamageDealt; if (HasHit != nullptr) *HasHit = Parms.HasHit; if (DodgeSuccess != nullptr) *DodgeSuccess = Parms.DodgeSuccess; if (ParrySuccess != nullptr) *ParrySuccess = Parms.ParrySuccess; if (BattleDamages != nullptr) *BattleDamages = Parms.BattleDamages; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsSkillOvercharged // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_DataAsset_Skill_C* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsSkillOvercharged(class UBP_DataAsset_Skill_C* Skill) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsSkillOvercharged"); Params::AC_jRPG_CharacterBattleStats_C_IsSkillOvercharged Parms{}; Parms.Skill = Skill; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetSkillScriptByTurnStartEventCriteria // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray*HasStartEvent (Parm, OutParm) // TArray*HasNoStartEvent (Parm, OutParm) void UAC_jRPG_CharacterBattleStats_C::GetSkillScriptByTurnStartEventCriteria(TArray* HasStartEvent, TArray* HasNoStartEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetSkillScriptByTurnStartEventCriteria"); Params::AC_jRPG_CharacterBattleStats_C_GetSkillScriptByTurnStartEventCriteria Parms{}; UObject::ProcessEvent(Func, &Parms); if (HasStartEvent != nullptr) *HasStartEvent = std::move(Parms.HasStartEvent); if (HasNoStartEvent != nullptr) *HasNoStartEvent = std::move(Parms.HasNoStartEvent); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentAPPercentage01 // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Percent01 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCurrentAPPercentage01(double* Percent01) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentAPPercentage01"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentAPPercentage01 Parms{}; UObject::ProcessEvent(Func, &Parms); if (Percent01 != nullptr) *Percent01 = Parms.Percent01; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetRuntimeStatValue // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // ERuntimeBattleStatType StatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetRuntimeStatValue(ERuntimeBattleStatType StatType, double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetRuntimeStatValue"); Params::AC_jRPG_CharacterBattleStats_C_GetRuntimeStatValue Parms{}; Parms.StatType = StatType; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Force Play Again // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ShouldPlayTooltip (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool PreventChainedPlayAgain (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* HasAppliedForcePlayAgain (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::Force_Play_Again(bool ShouldPlayTooltip, bool PreventChainedPlayAgain, bool* HasAppliedForcePlayAgain) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Force Play Again"); Params::AC_jRPG_CharacterBattleStats_C_Force_Play_Again Parms{}; Parms.ShouldPlayTooltip = ShouldPlayTooltip; Parms.PreventChainedPlayAgain = PreventChainedPlayAgain; UObject::ProcessEvent(Func, &Parms); if (HasAppliedForcePlayAgain != nullptr) *HasAppliedForcePlayAgain = Parms.HasAppliedForcePlayAgain; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryDisableGradientPostProcess // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool DuringCounter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& GradientCenterLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryDisableGradientPostProcess(bool DuringCounter, const struct FVector& GradientCenterLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryDisableGradientPostProcess"); Params::AC_jRPG_CharacterBattleStats_C_TryDisableGradientPostProcess Parms{}; Parms.DuringCounter = DuringCounter; Parms.GradientCenterLocation = std::move(GradientCenterLocation); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RegisterSkillChecks // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_DataAsset_Skill_C* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::RegisterSkillChecks(class UBP_DataAsset_Skill_C* Skill) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RegisterSkillChecks"); Params::AC_jRPG_CharacterBattleStats_C_RegisterSkillChecks Parms{}; Parms.Skill = Skill; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DrainAP // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::DrainAP(int32 Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DrainAP"); Params::AC_jRPG_CharacterBattleStats_C_DrainAP Parms{}; Parms.Amount = Amount; Parms.SourceCharacterStats = SourceCharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Drain_AP_FromTarget // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* TargetCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::Drain_AP_FromTarget(class UAC_jRPG_CharacterBattleStats_C* TargetCharacter, int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Drain_AP_FromTarget"); Params::AC_jRPG_CharacterBattleStats_C_Drain_AP_FromTarget Parms{}; Parms.TargetCharacter = TargetCharacter; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckForDeath // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CheckForDeath(class UBP_BattleDamages_C* BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckForDeath"); Params::AC_jRPG_CharacterBattleStats_C_CheckForDeath Parms{}; Parms.BattleDamages = BattleDamages; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetDead // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::SetDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetDead"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterFleeing // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsFleeing_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetCharacterFleeing(bool IsFleeing_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterFleeing"); Params::AC_jRPG_CharacterBattleStats_C_SetCharacterFleeing Parms{}; Parms.IsFleeing_0 = IsFleeing_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentShieldPoints // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32* ShieldPoints (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCurrentShieldPoints(int32* ShieldPoints) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentShieldPoints"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentShieldPoints Parms{}; UObject::ProcessEvent(Func, &Parms); if (ShieldPoints != nullptr) *ShieldPoints = Parms.ShieldPoints; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCurrentShieldPoints // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetCurrentShieldPoints(int32 NewValue, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCurrentShieldPoints"); Params::AC_jRPG_CharacterBattleStats_C_SetCurrentShieldPoints Parms{}; Parms.NewValue = NewValue; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddShieldPoints // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddShieldPoints(int32 Amount, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddShieldPoints"); Params::AC_jRPG_CharacterBattleStats_C_AddShieldPoints Parms{}; Parms.Amount = Amount; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryConsumeShieldPoints // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TryConsumeShieldPoints(int32 Amount, const class FString& DebugReason, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryConsumeShieldPoints"); Params::AC_jRPG_CharacterBattleStats_C_TryConsumeShieldPoints Parms{}; Parms.Amount = Amount; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.NotifyDeath // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool DeathCounter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::NotifyDeath(bool DeathCounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "NotifyDeath"); Params::AC_jRPG_CharacterBattleStats_C_NotifyDeath Parms{}; Parms.DeathCounter = DeathCounter; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.FindEquippedSkillByID // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class FName SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_DataAsset_Skill_C** Skill (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::FindEquippedSkillByID(class FName SkillID, class UBP_DataAsset_Skill_C** Skill) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "FindEquippedSkillByID"); Params::AC_jRPG_CharacterBattleStats_C_FindEquippedSkillByID Parms{}; Parms.SkillID = SkillID; UObject::ProcessEvent(Func, &Parms); if (Skill != nullptr) *Skill = Parms.Skill; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TriggerSkill // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&TargetedCharacters_0 (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class UClass* SkillClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::TriggerSkill(TArray& TargetedCharacters_0, class UClass* SkillClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TriggerSkill"); Params::AC_jRPG_CharacterBattleStats_C_TriggerSkill Parms{}; Parms.TargetedCharacters_0 = std::move(TargetedCharacters_0); Parms.SkillClass = SkillClass; UObject::ProcessEvent(Func, &Parms); TargetedCharacters_0 = std::move(Parms.TargetedCharacters_0); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.UpdateSkillStates // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::UpdateSkillStates() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "UpdateSkillStates"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetAllSkillStatesForUI // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TMap*SkillStates_0 (Parm, OutParm) void UAC_jRPG_CharacterBattleStats_C::GetAllSkillStatesForUI(TMap* SkillStates_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetAllSkillStatesForUI"); Params::AC_jRPG_CharacterBattleStats_C_GetAllSkillStatesForUI Parms{}; UObject::ProcessEvent(Func, &Parms); if (SkillStates_0 != nullptr) *SkillStates_0 = std::move(Parms.SkillStates_0); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetSkillState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const class UBP_DataAsset_Skill_C* SkillData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_SkillState_C** Value (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetSkillState(const class UBP_DataAsset_Skill_C* SkillData, class UBP_SkillState_C** Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetSkillState"); Params::AC_jRPG_CharacterBattleStats_C_GetSkillState Parms{}; Parms.SkillData = SkillData; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetProbabilityToReceiveBuff // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // EBuffApplicationProbability StatusEffectProbability (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_CharacterBattleStats_C::GetProbabilityToReceiveBuff(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, EBuffApplicationProbability StatusEffectProbability, class UBP_BattleBuffInstance_C* BuffInstance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetProbabilityToReceiveBuff"); Params::AC_jRPG_CharacterBattleStats_C_GetProbabilityToReceiveBuff Parms{}; Parms.SourceCharacter = SourceCharacter; Parms.StatusEffectProbability = StatusEffectProbability; Parms.BuffInstance = BuffInstance; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DeinitBattleGear // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::DeinitBattleGear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DeinitBattleGear"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDefenseAgainstElement // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EAttackType AttackElement (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Defense (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetDefenseAgainstElement(EAttackType AttackElement, double* Defense) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDefenseAgainstElement"); Params::AC_jRPG_CharacterBattleStats_C_GetDefenseAgainstElement Parms{}; Parms.AttackElement = AttackElement; UObject::ProcessEvent(Func, &Parms); if (Defense != nullptr) *Defense = Parms.Defense; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PrepareForActionAsSkillCaster // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::PrepareForActionAsSkillCaster() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PrepareForActionAsSkillCaster"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PrepareForActionAsSkillTarget // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::PrepareForActionAsSkillTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PrepareForActionAsSkillTarget"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitSkillStates // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::InitSkillStates() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitSkillStates"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoGradientParry // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoGradientParry() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoGradientParry"); Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoGradientParry Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetAttackPowerForType // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EAttackType AttackElement (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Power (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetAttackPowerForType(EAttackType AttackElement, double* Power) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetAttackPowerForType"); Params::AC_jRPG_CharacterBattleStats_C_GetAttackPowerForType Parms{}; Parms.AttackElement = AttackElement; UObject::ProcessEvent(Func, &Parms); if (Power != nullptr) *Power = Parms.Power; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDefenseLockActive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsDefenseLockActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDefenseLockActive"); Params::AC_jRPG_CharacterBattleStats_C_IsDefenseLockActive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDefenseLock // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::RemoveDefenseLock() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDefenseLock"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDefenseLock // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::AddDefenseLock() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDefenseLock"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsTurnSkipActive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::IsTurnSkipActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsTurnSkipActive"); Params::AC_jRPG_CharacterBattleStats_C_IsTurnSkipActive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveTurnSkip // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::RemoveTurnSkip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveTurnSkip"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddTurnSkip // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::AddTurnSkip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddTurnSkip"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetPassiveFromBuff // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const class UBP_BattleBuffInstance_C*& Key (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) // struct FFPassiveEffect* PassiveEffect (Parm, OutParm, HasGetValueTypeHash) // class FName* PassiveID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Found (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetPassiveFromBuff(const class UBP_BattleBuffInstance_C*& Key, struct FFPassiveEffect* PassiveEffect, class FName* PassiveID, bool* Found) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetPassiveFromBuff"); Params::AC_jRPG_CharacterBattleStats_C_GetPassiveFromBuff Parms{}; Parms.Key = Key; UObject::ProcessEvent(Func, &Parms); if (PassiveEffect != nullptr) *PassiveEffect = std::move(Parms.PassiveEffect); if (PassiveID != nullptr) *PassiveID = Parms.PassiveID; if (Found != nullptr) *Found = Parms.Found; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSpeedSimulate // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_CharacterBattleStats_C::GetCurrentSpeedSimulate(bool HasEngagementBonus_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSpeedSimulate"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSpeedSimulate Parms{}; Parms.HasEngagementBonus_0 = HasEngagementBonus_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_CharacterBattleStats_C::GetCurrentSpeed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSpeed"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentHPPercentage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Percent01 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCurrentHPPercentage(double* Percent01) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentHPPercentage"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentHPPercentage Parms{}; UObject::ProcessEvent(Func, &Parms); if (Percent01 != nullptr) *Percent01 = Parms.Percent01; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnKilledByDamage // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::OnKilledByDamage(class UBP_BattleDamages_C* BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnKilledByDamage"); Params::AC_jRPG_CharacterBattleStats_C_OnKilledByDamage Parms{}; Parms.BattleDamages = BattleDamages; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanSpendAP // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CanSpendAP(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanSpendAP"); Params::AC_jRPG_CharacterBattleStats_C_CanSpendAP Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetAP // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 NewAP (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetAP(int32 NewAP, EAPChangeReason ChangeReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetAP"); Params::AC_jRPG_CharacterBattleStats_C_SetAP Parms{}; Parms.NewAP = NewAP; Parms.ChangeReason = ChangeReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsAlive2 // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_BattleCheckContext_C* NewParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CheckIsAlive2(bool CheckMode, class UBP_BattleCheckContext_C* NewParam, bool* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsAlive2"); Params::AC_jRPG_CharacterBattleStats_C_CheckIsAlive2 Parms{}; Parms.CheckMode = CheckMode; Parms.NewParam = NewParam; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckCanResurrect // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::CheckCanResurrect(bool CheckMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckCanResurrect"); Params::AC_jRPG_CharacterBattleStats_C_CheckCanResurrect Parms{}; Parms.CheckMode = CheckMode; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckCanRecoverHP // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* CanRecover (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* BecauseDead (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* BecauseMaxHP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CheckCanRecoverHP(bool CheckMode, bool* CanRecover, bool* BecauseDead, bool* BecauseMaxHP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckCanRecoverHP"); Params::AC_jRPG_CharacterBattleStats_C_CheckCanRecoverHP Parms{}; Parms.CheckMode = CheckMode; UObject::ProcessEvent(Func, &Parms); if (CanRecover != nullptr) *CanRecover = Parms.CanRecover; if (BecauseDead != nullptr) *BecauseDead = Parms.BecauseDead; if (BecauseMaxHP != nullptr) *BecauseMaxHP = Parms.BecauseMaxHP; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsMaxed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CheckIsMaxed(bool CheckMode, bool* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsMaxed"); Params::AC_jRPG_CharacterBattleStats_C_CheckIsMaxed Parms{}; Parms.CheckMode = CheckMode; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsAlive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CheckIsAlive(bool CheckMode, bool* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsAlive"); Params::AC_jRPG_CharacterBattleStats_C_CheckIsAlive Parms{}; Parms.CheckMode = CheckMode; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InvalidateCheck // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName CheckName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::InvalidateCheck(class FName CheckName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InvalidateCheck"); Params::AC_jRPG_CharacterBattleStats_C_InvalidateCheck Parms{}; Parms.CheckName = CheckName; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddCheckStack // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName CheckConstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddCheckStack(class FName CheckConstant, bool CheckMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddCheckStack"); Params::AC_jRPG_CharacterBattleStats_C_AddCheckStack Parms{}; Parms.CheckConstant = CheckConstant; Parms.CheckMode = CheckMode; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetChecks // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ResetChecks() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetChecks"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Assert Check // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName CheckConstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& OperationName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::Assert_Check(class FName CheckConstant, const class FString& OperationName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Assert Check"); Params::AC_jRPG_CharacterBattleStats_C_Assert_Check Parms{}; Parms.CheckConstant = CheckConstant; Parms.OperationName = std::move(OperationName); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanRecoverHP // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* BecauseDead (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CanRecoverHP(bool* Valid, bool* BecauseDead) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanRecoverHP"); Params::AC_jRPG_CharacterBattleStats_C_CanRecoverHP Parms{}; UObject::ProcessEvent(Func, &Parms); if (Valid != nullptr) *Valid = Parms.Valid; if (BecauseDead != nullptr) *BecauseDead = Parms.BecauseDead; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnParryPerfectFail // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& Reason (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_CharacterBattleStats_C::OnParryPerfectFail(const class FText& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnParryPerfectFail"); Params::AC_jRPG_CharacterBattleStats_C_OnParryPerfectFail Parms{}; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoDodge // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoDodge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoDodge"); Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoDodge Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoParry // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoParry() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoParry"); Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoParry Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ComputeNewInitiativeAfterTimeSimulate // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double CurrentInitiative_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* NewInitiative (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ComputeNewInitiativeAfterTimeSimulate(double CurrentInitiative_0, double Time, bool HasEngagementBonus_0, bool DEBUG_Verbose, double* NewInitiative) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ComputeNewInitiativeAfterTimeSimulate"); Params::AC_jRPG_CharacterBattleStats_C_ComputeNewInitiativeAfterTimeSimulate Parms{}; Parms.CurrentInitiative_0 = CurrentInitiative_0; Parms.Time = Time; Parms.HasEngagementBonus_0 = HasEngagementBonus_0; Parms.DEBUG_Verbose = DEBUG_Verbose; UObject::ProcessEvent(Func, &Parms); if (NewInitiative != nullptr) *NewInitiative = Parms.NewInitiative; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AdvanceInitiativeByTime // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AdvanceInitiativeByTime(double Time, bool DEBUG_Verbose) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AdvanceInitiativeByTime"); Params::AC_jRPG_CharacterBattleStats_C_AdvanceInitiativeByTime Parms{}; Parms.Time = Time; Parms.DEBUG_Verbose = DEBUG_Verbose; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTimeToFullInitiativeSimulate // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double CurrentInitiative_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Time (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetTimeToFullInitiativeSimulate(double CurrentInitiative_0, bool HasEngagementBonus_0, double* Time) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTimeToFullInitiativeSimulate"); Params::AC_jRPG_CharacterBattleStats_C_GetTimeToFullInitiativeSimulate Parms{}; Parms.CurrentInitiative_0 = CurrentInitiative_0; Parms.HasEngagementBonus_0 = HasEngagementBonus_0; UObject::ProcessEvent(Func, &Parms); if (Time != nullptr) *Time = Parms.Time; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTimeToFullInitiative // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Time (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetTimeToFullInitiative(double* Time) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTimeToFullInitiative"); Params::AC_jRPG_CharacterBattleStats_C_GetTimeToFullInitiative Parms{}; UObject::ProcessEvent(Func, &Parms); if (Time != nullptr) *Time = Parms.Time; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetMaxAP // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* MaxMP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetMaxAP(double* MaxMP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetMaxAP"); Params::AC_jRPG_CharacterBattleStats_C_GetMaxAP Parms{}; UObject::ProcessEvent(Func, &Parms); if (MaxMP != nullptr) *MaxMP = Parms.MaxMP; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetMaxHP // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* MaxHP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetMaxHP(double* MaxHP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetMaxHP"); Params::AC_jRPG_CharacterBattleStats_C_GetMaxHP Parms{}; UObject::ProcessEvent(Func, &Parms); if (MaxHP != nullptr) *MaxHP = Parms.MaxHP; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitBattleGear // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::InitBattleGear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitBattleGear"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetOtherElementalAffinity // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EElementalAffinity* Affinity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetOtherElementalAffinity(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, EAttackType AttackType, EElementalAffinity* Affinity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetOtherElementalAffinity"); Params::AC_jRPG_CharacterBattleStats_C_GetOtherElementalAffinity Parms{}; Parms.CharacterBattleStats = CharacterBattleStats; Parms.AttackType = AttackType; UObject::ProcessEvent(Func, &Parms); if (Affinity != nullptr) *Affinity = Parms.Affinity; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetElementalAffinity // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EElementalAffinity* Affinity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetElementalAffinity(EAttackType AttackType, EElementalAffinity* Affinity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetElementalAffinity"); Params::AC_jRPG_CharacterBattleStats_C_GetElementalAffinity Parms{}; Parms.AttackType = AttackType; UObject::ProcessEvent(Func, &Parms); if (Affinity != nullptr) *Affinity = Parms.Affinity; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.MaxHP // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::MaxHP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "MaxHP"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetHP // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double HP_Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetHP(double HP_Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetHP"); Params::AC_jRPG_CharacterBattleStats_C_SetHP Parms{}; Parms.HP_Value = HP_Value; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnOverrideFull // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::OnOverrideFull() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnOverrideFull"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddOverdrive // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FText& Reason (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_CharacterBattleStats_C::AddOverdrive(double Amount, const class FText& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddOverdrive"); Params::AC_jRPG_CharacterBattleStats_C_AddOverdrive Parms{}; Parms.Amount = Amount; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnBuffDeactivated // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleBuffInstanceWrapper_C* BuffInstanceWrapper (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::OnBuffDeactivated(class UBP_BattleBuffInstanceWrapper_C* BuffInstanceWrapper) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnBuffDeactivated"); Params::AC_jRPG_CharacterBattleStats_C_OnBuffDeactivated Parms{}; Parms.BuffInstanceWrapper = BuffInstanceWrapper; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnCharacterTurnStart // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterTurn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::OnCharacterTurnStart(class UAC_jRPG_CharacterBattleStats_C* CharacterTurn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnCharacterTurnStart"); Params::AC_jRPG_CharacterBattleStats_C_OnCharacterTurnStart Parms{}; Parms.CharacterTurn = CharacterTurn; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RecalculateStats // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::RecalculateStats() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RecalculateStats"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveStatMultiplier // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGuid& StatMultiplierUID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::RemoveStatMultiplier(const struct FGuid& StatMultiplierUID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveStatMultiplier"); Params::AC_jRPG_CharacterBattleStats_C_RemoveStatMultiplier Parms{}; Parms.StatMultiplierUID = std::move(StatMultiplierUID); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddStatMultiplier // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_jRPG_StatType StatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FGuid* StatMultiplierUID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddStatMultiplier(E_jRPG_StatType StatType, double Multiplier, struct FGuid* StatMultiplierUID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddStatMultiplier"); Params::AC_jRPG_CharacterBattleStats_C_AddStatMultiplier Parms{}; Parms.StatType = StatType; Parms.Multiplier = Multiplier; UObject::ProcessEvent(Func, &Parms); if (StatMultiplierUID != nullptr) *StatMultiplierUID = std::move(Parms.StatMultiplierUID); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ActivateBuff // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // EBuffApplicationProbability StatusEffectProbability (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ActivateBuff(class UBP_BattleBuffInstance_C* BuffInstance, EBuffApplicationProbability StatusEffectProbability, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ActivateBuff"); Params::AC_jRPG_CharacterBattleStats_C_ActivateBuff Parms{}; Parms.BuffInstance = BuffInstance; Parms.StatusEffectProbability = StatusEffectProbability; Parms.SourceCharacter = SourceCharacter; UObject::ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Resurrect // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double HP_Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::Resurrect(double HP_Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Resurrect"); Params::AC_jRPG_CharacterBattleStats_C_Resurrect Parms{}; Parms.HP_Amount = HP_Amount; Parms.SourceCharacter = SourceCharacter; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceAP // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReduceAP(double Amount, EAPChangeReason ChangeReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceAP"); Params::AC_jRPG_CharacterBattleStats_C_ReduceAP Parms{}; Parms.Amount = Amount; Parms.ChangeReason = ChangeReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GainAP // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GainAP(int32 Amount, EAPChangeReason ChangeReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GainAP"); Params::AC_jRPG_CharacterBattleStats_C_GainAP Parms{}; Parms.Amount = Amount; Parms.ChangeReason = ChangeReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentAP // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* AP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCurrentAP(double* AP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentAP"); Params::AC_jRPG_CharacterBattleStats_C_GetCurrentAP Parms{}; UObject::ProcessEvent(Func, &Parms); if (AP != nullptr) *AP = Parms.AP; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceHP // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* NewHPValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* EffectiveDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReduceHP(double Amount, double* NewHPValue, double* EffectiveDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceHP"); Params::AC_jRPG_CharacterBattleStats_C_ReduceHP Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); if (NewHPValue != nullptr) *NewHPValue = Parms.NewHPValue; if (EffectiveDamage != nullptr) *EffectiveDamage = Parms.EffectiveDamage; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceInitiative // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReduceInitiative(double Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceInitiative"); Params::AC_jRPG_CharacterBattleStats_C_ReduceInitiative Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CalculateDefendStanceDamageReduction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double DamageInput (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* DamageOutput (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::CalculateDefendStanceDamageReduction(double DamageInput, double* DamageOutput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CalculateDefendStanceDamageReduction"); Params::AC_jRPG_CharacterBattleStats_C_CalculateDefendStanceDamageReduction Parms{}; Parms.DamageInput = DamageInput; UObject::ProcessEvent(Func, &Parms); if (DamageOutput != nullptr) *DamageOutput = Parms.DamageOutput; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveInitiative // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::RemoveInitiative(double Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveInitiative"); Params::AC_jRPG_CharacterBattleStats_C_RemoveInitiative Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double FinalDamageMultiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TScriptInterfaceDamageSourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Simulated_Damage__No_Damage_will_be_dealt_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double Straight_Damage__ignores_calculation_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsCounterDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EDamageReason DamageReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& DamageLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // double* DamageDealt (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* HasHit (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* DodgeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* ParrySuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* QTESuccess_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_BattleDamages_C** BattleDamages (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReceiveDamage(double FinalDamageMultiplier, TScriptInterface DamageSourceCharacter, EAttackType AttackType, bool Simulated_Damage__No_Damage_will_be_dealt_, double Straight_Damage__ignores_calculation_, bool IsCounterDamage, EDamageReason DamageReason, const struct FVector& DamageLocation, const class FString& DebugReason, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, bool* QTESuccess_, class UBP_BattleDamages_C** BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveDamage"); Params::AC_jRPG_CharacterBattleStats_C_ReceiveDamage Parms{}; Parms.FinalDamageMultiplier = FinalDamageMultiplier; Parms.DamageSourceCharacter = DamageSourceCharacter; Parms.AttackType = AttackType; Parms.Simulated_Damage__No_Damage_will_be_dealt_ = Simulated_Damage__No_Damage_will_be_dealt_; Parms.Straight_Damage__ignores_calculation_ = Straight_Damage__ignores_calculation_; Parms.IsCounterDamage = IsCounterDamage; Parms.DamageReason = DamageReason; Parms.DamageLocation = std::move(DamageLocation); Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); if (DamageDealt != nullptr) *DamageDealt = Parms.DamageDealt; if (HasHit != nullptr) *HasHit = Parms.HasHit; if (DodgeSuccess != nullptr) *DodgeSuccess = Parms.DodgeSuccess; if (ParrySuccess != nullptr) *ParrySuccess = Parms.ParrySuccess; if (QTESuccess_ != nullptr) *QTESuccess_ = Parms.QTESuccess_; if (BattleDamages != nullptr) *BattleDamages = Parms.BattleDamages; } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RecoverHP // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double RecoveryAmount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool PlayVFX (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EHealReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::RecoverHP(double RecoveryAmount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool PlayVFX, EHealReason Reason, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RecoverHP"); Params::AC_jRPG_CharacterBattleStats_C_RecoverHP Parms{}; Parms.RecoveryAmount = RecoveryAmount; Parms.SourceCharacter = SourceCharacter; Parms.PlayVFX = PlayVFX; Parms.Reason = Reason; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddInitiative // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::AddInitiative(double Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddInitiative"); Params::AC_jRPG_CharacterBattleStats_C_AddInitiative Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CreateCharacterBattleSlotUI // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::CreateCharacterBattleSlotUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CreateCharacterBattleSlotUI"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterDataFromHero // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_CharacterData_C* HeroCharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::SetCharacterDataFromHero(class UBP_CharacterData_C* HeroCharacterData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterDataFromHero"); Params::AC_jRPG_CharacterBattleStats_C_SetCharacterDataFromHero Parms{}; Parms.HeroCharacterData = HeroCharacterData; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterData // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName HardcodedID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FText& CharacterDisplayName_0 (BlueprintVisible, BlueprintReadOnly, Parm) // ETextGender GenderTag_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const TMap& CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm) // double CurrentHealth (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CurrentMana (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FS_jRPG_OverdriveSource& OverdriveSources_0 (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UTexture2D* CharacterBattleIcon_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FFCharacterStats& CommonCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsBoss_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsFlying_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const TMap&ElementalAffinities (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_CharacterBattleStats_C::SetCharacterData(class FName HardcodedID, const class FText& CharacterDisplayName_0, ETextGender GenderTag_0, const TMap& CharacterStats_0, double CurrentHealth, double CurrentMana, const struct FS_jRPG_OverdriveSource& OverdriveSources_0, class UTexture2D* CharacterBattleIcon_0, struct FFCharacterStats& CommonCharacterStats, bool IsBoss_0, bool IsFlying_0, const TMap& ElementalAffinities) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterData"); Params::AC_jRPG_CharacterBattleStats_C_SetCharacterData Parms{}; Parms.HardcodedID = HardcodedID; Parms.CharacterDisplayName_0 = std::move(CharacterDisplayName_0); Parms.GenderTag_0 = GenderTag_0; Parms.CharacterStats_0 = std::move(CharacterStats_0); Parms.CurrentHealth = CurrentHealth; Parms.CurrentMana = CurrentMana; Parms.OverdriveSources_0 = std::move(OverdriveSources_0); Parms.CharacterBattleIcon_0 = CharacterBattleIcon_0; Parms.CommonCharacterStats = std::move(CommonCharacterStats); Parms.IsBoss_0 = IsBoss_0; Parms.IsFlying_0 = IsFlying_0; Parms.ElementalAffinities = std::move(ElementalAffinities); UObject::ProcessEvent(Func, &Parms); CommonCharacterStats = std::move(Parms.CommonCharacterStats); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Internal_BeginPrepareForBattle // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::Internal_BeginPrepareForBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Internal_BeginPrepareForBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ProcessSkillComponentStartEvents // (BlueprintCallable, BlueprintEvent) // Parameters: // const class USF_BlueprintLatentAction* LatentAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ForceInstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ProcessSkillComponentStartEvents(const class USF_BlueprintLatentAction* LatentAction, bool ForceInstant) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ProcessSkillComponentStartEvents"); Params::AC_jRPG_CharacterBattleStats_C_ProcessSkillComponentStartEvents Parms{}; Parms.LatentAction = LatentAction; Parms.ForceInstant = ForceInstant; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.BattleStart_SkillComponents_ProcessNext // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::BattleStart_SkillComponents_ProcessNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "BattleStart_SkillComponents_ProcessNext"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.BattleStart_SkillComponent_OnAllProcessed // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::BattleStart_SkillComponent_OnAllProcessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "BattleStart_SkillComponent_OnAllProcessed"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Internal_FinishPrepareForBattle // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_CharacterBattleStats_C::Internal_FinishPrepareForBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Internal_FinishPrepareForBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveEndPlay // (Event, Public, BlueprintEvent) // Parameters: // EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ReceiveEndPlay(EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveEndPlay"); Params::AC_jRPG_CharacterBattleStats_C_ReceiveEndPlay Parms{}; Parms.EndPlayReason = EndPlayReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ExecuteUbergraph_AC_jRPG_CharacterBattleStats // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::ExecuteUbergraph_AC_jRPG_CharacterBattleStats(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ExecuteUbergraph_AC_jRPG_CharacterBattleStats"); Params::AC_jRPG_CharacterBattleStats_C_ExecuteUbergraph_AC_jRPG_CharacterBattleStats Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCharacterBattleBase // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class ABP_jRPG_Character_Battle_Base_C**jRPG_CharacterBattleBase (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* IsValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_CharacterBattleStats_C::GetCharacterBattleBase(class ABP_jRPG_Character_Battle_Base_C** jRPG_CharacterBattleBase, bool* IsValid) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCharacterBattleBase"); Params::AC_jRPG_CharacterBattleStats_C_GetCharacterBattleBase Parms{}; UObject::ProcessEvent(Func, &Parms); if (jRPG_CharacterBattleBase != nullptr) *jRPG_CharacterBattleBase = Parms.jRPG_CharacterBattleBase; if (IsValid != nullptr) *IsValid = Parms.IsValid; } }