#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: AC_jRPG_BattleManager #include "Basic.hpp" #include "AC_jRPG_BattleManager_classes.hpp" #include "AC_jRPG_BattleManager_parameters.hpp" namespace SDK { // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ActivateCharacterCamera // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ActivateCharacterCamera() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ActivateCharacterCamera"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AdaptSpawnedCharacterLocation // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& BaseLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const TArray& ActorsToIgnore (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // struct FVector* GroundLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::AdaptSpawnedCharacterLocation(const struct FVector& BaseLocation, const TArray& ActorsToIgnore, struct FVector* GroundLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AdaptSpawnedCharacterLocation"); Params::AC_jRPG_BattleManager_C_AdaptSpawnedCharacterLocation Parms{}; Parms.BaseLocation = std::move(BaseLocation); Parms.ActorsToIgnore = std::move(ActorsToIgnore); UObject::ProcessEvent(Func, &Parms); if (GroundLocation != nullptr) *GroundLocation = std::move(Parms.GroundLocation); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddBattleModifierBuff // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ForcePermanent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::AddBattleModifierBuff(class UBP_BattleBuffInstance_C* BuffInstance, bool ForcePermanent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddBattleModifierBuff"); Params::AC_jRPG_BattleManager_C_AddBattleModifierBuff Parms{}; Parms.BuffInstance = BuffInstance; Parms.ForcePermanent = ForcePermanent; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddChallengeModifiers // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::AddChallengeModifiers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddChallengeModifiers"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDefenseSuccessFeedback // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::AddDefenseSuccessFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDefenseSuccessFeedback"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDodgeSuccessFeedback // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::AddDodgeSuccessFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDodgeSuccessFeedback"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddExtraLootItem // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FName ItemId (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const int32 Quantity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::AddExtraLootItem(const class FName ItemId, const int32 Quantity, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddExtraLootItem"); Params::AC_jRPG_BattleManager_C_AddExtraLootItem Parms{}; Parms.ItemId = ItemId; Parms.Quantity = Quantity; Parms.Reason = std::move(Reason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Multiplier (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_BattleManager_C::AddGlobalDodgeWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalDodgeWindowModifier"); Params::AC_jRPG_BattleManager_C_AddGlobalDodgeWindowModifier Parms{}; Parms.Multiplier = Multiplier; Parms.OutModifierHandle = std::move(OutModifierHandle); Parms.DebugName = std::move(DebugName); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // float Multiplier (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_BattleManager_C::AddGlobalParryWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalParryWindowModifier"); Params::AC_jRPG_BattleManager_C_AddGlobalParryWindowModifier Parms{}; Parms.Multiplier = Multiplier; Parms.OutModifierHandle = std::move(OutModifierHandle); Parms.DebugName = std::move(DebugName); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddInitativeToAllCharacters // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::AddInitativeToAllCharacters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddInitativeToAllCharacters"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddParrySuccessFeedback // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::AddParrySuccessFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddParrySuccessFeedback"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AreAllKickedCharacterStateHandleValid // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::AreAllKickedCharacterStateHandleValid(TArray& KickedCharacterHandle, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AreAllKickedCharacterStateHandleValid"); Params::AC_jRPG_BattleManager_C_AreAllKickedCharacterStateHandleValid Parms{}; Parms.KickedCharacterHandle = std::move(KickedCharacterHandle); UObject::ProcessEvent(Func, &Parms); KickedCharacterHandle = std::move(Parms.KickedCharacterHandle); if (Success != nullptr) *Success = Parms.Success; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BattleStart_ProcessNextCharacter_SkillSetup // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::BattleStart_ProcessNextCharacter_SkillSetup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BattleStart_ProcessNextCharacter_SkillSetup"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BeginAOECounterAttack // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::BeginAOECounterAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BeginAOECounterAttack"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BindEventOnBattleFinished // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TDelegate& Event (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::BindEventOnBattleFinished(const TDelegate& Event) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BindEventOnBattleFinished"); Params::AC_jRPG_BattleManager_C_BindEventOnBattleFinished Parms{}; Parms.Event = Event; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanAbandonBattle // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::CanAbandonBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanAbandonBattle"); Params::AC_jRPG_BattleManager_C_CanAbandonBattle Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CancelFreeAimFromUI // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::CancelFreeAimFromUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CancelFreeAimFromUI"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanCharactersCounterAttackEnemySkill // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TArray&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool* CanCounter (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::CanCharactersCounterAttackEnemySkill(class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter, TArray& TargetedCharacters, bool* CanCounter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanCharactersCounterAttackEnemySkill"); Params::AC_jRPG_BattleManager_C_CanCharactersCounterAttackEnemySkill Parms{}; Parms.EnemyCharacter = EnemyCharacter; Parms.TargetedCharacters = std::move(TargetedCharacters); UObject::ProcessEvent(Func, &Parms); TargetedCharacters = std::move(Parms.TargetedCharacters); if (CanCounter != nullptr) *CanCounter = Parms.CanCounter; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanFleeCurrentFight // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* FleeImpossible_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::CanFleeCurrentFight(bool* FleeImpossible_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanFleeCurrentFight"); Params::AC_jRPG_BattleManager_C_CanFleeCurrentFight Parms{}; UObject::ProcessEvent(Func, &Parms); if (FleeImpossible_0 != nullptr) *FleeImpossible_0 = Parms.FleeImpossible_0; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanPlayReactionBattleLines // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::CanPlayReactionBattleLines() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanPlayReactionBattleLines"); Params::AC_jRPG_BattleManager_C_CanPlayReactionBattleLines Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanResumeBattle // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::CanResumeBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanResumeBattle"); Params::AC_jRPG_BattleManager_C_CanResumeBattle Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanRetryBattle // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::CanRetryBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanRetryBattle"); Params::AC_jRPG_BattleManager_C_CanRetryBattle Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanSendReserveTeam // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::CanSendReserveTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanSendReserveTeam"); Params::AC_jRPG_BattleManager_C_CanSendReserveTeam Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_ApplyEnemyStatChanges // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TMap& InStats (BlueprintVisible, BlueprintReadOnly, Parm) // TMap* OutStats (Parm, OutParm) void UAC_jRPG_BattleManager_C::Challenge_ApplyEnemyStatChanges(const TMap& InStats, TMap* OutStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_ApplyEnemyStatChanges"); Params::AC_jRPG_BattleManager_C_Challenge_ApplyEnemyStatChanges Parms{}; Parms.InStats = std::move(InStats); UObject::ProcessEvent(Func, &Parms); if (OutStats != nullptr) *OutStats = std::move(Parms.OutStats); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_GetHeroesDamageLimitOverride // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_BattleManager_C::Challenge_GetHeroesDamageLimitOverride() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_GetHeroesDamageLimitOverride"); Params::AC_jRPG_BattleManager_C_Challenge_GetHeroesDamageLimitOverride Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_SetEnemyHealthMutliplier // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Challenge_SetEnemyHealthMutliplier(double Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_SetEnemyHealthMutliplier"); Params::AC_jRPG_BattleManager_C_Challenge_SetEnemyHealthMutliplier Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_SetHeroesDamageLimitOverride // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Challenge_SetHeroesDamageLimitOverride(double Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_SetHeroesDamageLimitOverride"); Params::AC_jRPG_BattleManager_C_Challenge_SetHeroesDamageLimitOverride Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ChangeBattleMap // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TSoftObjectPtr BattleMapActor (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ChangeBattleMap(TSoftObjectPtr BattleMapActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ChangeBattleMap"); Params::AC_jRPG_BattleManager_C_ChangeBattleMap Parms{}; Parms.BattleMapActor = BattleMapActor; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ChangeTeamMotivation // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Delta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class FText& ReasonText (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_BattleManager_C::ChangeTeamMotivation(double Delta, const class FText& ReasonText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ChangeTeamMotivation"); Params::AC_jRPG_BattleManager_C_ChangeTeamMotivation Parms{}; Parms.Delta = Delta; Parms.ReasonText = std::move(ReasonText); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckBattleEnd // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* BattleHasEnded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::CheckBattleEnd(bool* BattleHasEnded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckBattleEnd"); Params::AC_jRPG_BattleManager_C_CheckBattleEnd Parms{}; UObject::ProcessEvent(Func, &Parms); if (BattleHasEnded != nullptr) *BattleHasEnded = Parms.BattleHasEnded; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckForGameOver // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::CheckForGameOver() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckForGameOver"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CleanUpAfterBattle // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::CleanUpAfterBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CleanUpAfterBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ClearBattleMap // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ClearBattleMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ClearBattleMap"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeCharactersForAOECounterAttack // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArrayReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference) TArray UAC_jRPG_BattleManager_C::ComputeCharactersForAOECounterAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeCharactersForAOECounterAttack"); Params::AC_jRPG_BattleManager_C_ComputeCharactersForAOECounterAttack Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeExtraLootItems // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ComputeExtraLootItems() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeExtraLootItems"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeFreeAim3rdPersonTargetLocation // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool DEBUG_ForShoot (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* HasHitCharacter (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**CharacterBattle (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector* HitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector* StartLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ComputeFreeAim3rdPersonTargetLocation(bool DEBUG_ForShoot, bool* HasHitCharacter, class ABP_jRPG_Character_Battle_Base_C** CharacterBattle, struct FVector* HitLocation, struct FVector* StartLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeFreeAim3rdPersonTargetLocation"); Params::AC_jRPG_BattleManager_C_ComputeFreeAim3rdPersonTargetLocation Parms{}; Parms.DEBUG_ForShoot = DEBUG_ForShoot; UObject::ProcessEvent(Func, &Parms); if (HasHitCharacter != nullptr) *HasHitCharacter = Parms.HasHitCharacter; if (CharacterBattle != nullptr) *CharacterBattle = Parms.CharacterBattle; if (HitLocation != nullptr) *HitLocation = std::move(Parms.HitLocation); if (StartLocation != nullptr) *StartLocation = std::move(Parms.StartLocation); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ConsumeBattleItem // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ConsumeBattleItem(class FName ItemHardcodedName, int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ConsumeBattleItem"); Params::AC_jRPG_BattleManager_C_ConsumeBattleItem Parms{}; Parms.ItemHardcodedName = ItemHardcodedName; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CreateBattleEndVictoryScreen // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray& AllCharacterData (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::CreateBattleEndVictoryScreen(TArray& AllCharacterData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CreateBattleEndVictoryScreen"); Params::AC_jRPG_BattleManager_C_CreateBattleEndVictoryScreen Parms{}; Parms.AllCharacterData = std::move(AllCharacterData); UObject::ProcessEvent(Func, &Parms); AllCharacterData = std::move(Parms.AllCharacterData); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CreateBattleInterface // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::CreateBattleInterface() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CreateBattleInterface"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DeactivateAllBattleCBM // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::DeactivateAllBattleCBM() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DeactivateAllBattleCBM"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_CVarChange_BattleLine_SkipRoll // (BlueprintCallable, BlueprintEvent) // Parameters: // bool NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::DEBUG_CVarChange_BattleLine_SkipRoll(bool NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_CVarChange_BattleLine_SkipRoll"); Params::AC_jRPG_BattleManager_C_DEBUG_CVarChange_BattleLine_SkipRoll Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_FindPlayerCharacterByName // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& Name_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C** AC_jRPG_CharacterStats (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::DEBUG_FindPlayerCharacterByName(const class FString& Name_0, class UAC_jRPG_CharacterBattleStats_C** AC_jRPG_CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_FindPlayerCharacterByName"); Params::AC_jRPG_BattleManager_C_DEBUG_FindPlayerCharacterByName Parms{}; Parms.Name_0 = std::move(Name_0); UObject::ProcessEvent(Func, &Parms); if (AC_jRPG_CharacterStats != nullptr) *AC_jRPG_CharacterStats = Parms.AC_jRPG_CharacterStats; return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_GetBattleBuffClassByName // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& _className (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // TSubclassOf*BattleBuffInstanceClass (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::DEBUG_GetBattleBuffClassByName(const class FString& _className, TSubclassOf* BattleBuffInstanceClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_GetBattleBuffClassByName"); Params::AC_jRPG_BattleManager_C_DEBUG_GetBattleBuffClassByName Parms{}; Parms._className = std::move(_className); UObject::ProcessEvent(Func, &Parms); if (BattleBuffInstanceClass != nullptr) *BattleBuffInstanceClass = Parms.BattleBuffInstanceClass; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Debug_PrintCharacterTurns // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FText* debugStr (Parm, OutParm) void UAC_jRPG_BattleManager_C::Debug_PrintCharacterTurns(class FText* debugStr) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Debug_PrintCharacterTurns"); Params::AC_jRPG_BattleManager_C_Debug_PrintCharacterTurns Parms{}; UObject::ProcessEvent(Func, &Parms); if (debugStr != nullptr) *debugStr = std::move(Parms.debugStr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Debug_PrintToCategory // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Debug_PrintToCategory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Debug_PrintToCategory"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Disable Targeting and Input // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Disable_Targeting_and_Input() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Disable Targeting and Input"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DisableFreeAimControls // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::DisableFreeAimControls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DisableFreeAimControls"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DispatchEnemiesAlongSpline // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::DispatchEnemiesAlongSpline() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DispatchEnemiesAlongSpline"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EnableFreeAimControls // (BlueprintCallable, BlueprintEvent) // Parameters: // EFreeAimType FreeAimType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::EnableFreeAimControls(EFreeAimType FreeAimType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EnableFreeAimControls"); Params::AC_jRPG_BattleManager_C_EnableFreeAimControls Parms{}; Parms.FreeAimType = FreeAimType; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.End Character Turn // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double UsedInitiative (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::End_Character_Turn(double UsedInitiative) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "End Character Turn"); Params::AC_jRPG_BattleManager_C_End_Character_Turn Parms{}; Parms.UsedInitiative = UsedInitiative; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EndAOECounterAttack // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::EndAOECounterAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EndAOECounterAttack"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EventBattleStart // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::EventBattleStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EventBattleStart"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ExecuteUbergraph_AC_jRPG_BattleManager // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ExecuteUbergraph_AC_jRPG_BattleManager(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ExecuteUbergraph_AC_jRPG_BattleManager"); Params::AC_jRPG_BattleManager_C_ExecuteUbergraph_AC_jRPG_BattleManager Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulDefend // (BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleFeedbackState_C* DefendInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FeedbackSuccessfulDefend(class UBP_BattleFeedbackState_C* DefendInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulDefend"); Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulDefend Parms{}; Parms.DefendInfo = DefendInfo; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulDodge // (BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleFeedbackState_C* DodgeInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FeedbackSuccessfulDodge(class UBP_BattleFeedbackState_C* DodgeInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulDodge"); Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulDodge Parms{}; Parms.DodgeInfo = DodgeInfo; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulParry // (BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleFeedbackState_C* ParryInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FeedbackSuccessfulParry(class UBP_BattleFeedbackState_C* ParryInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulParry"); Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulParry Parms{}; Parms.ParryInfo = ParryInfo; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindActiveSkillSequenceBP // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_EpicBattleSequenceActor_C** EpicSequenceBP (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FindActiveSkillSequenceBP(class ABP_EpicBattleSequenceActor_C** EpicSequenceBP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindActiveSkillSequenceBP"); Params::AC_jRPG_BattleManager_C_FindActiveSkillSequenceBP Parms{}; UObject::ProcessEvent(Func, &Parms); if (EpicSequenceBP != nullptr) *EpicSequenceBP = Parms.EpicSequenceBP; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindBattleItemCount // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* Quantity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FindBattleItemCount(class FName ItemHardcodedName, int32* Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindBattleItemCount"); Params::AC_jRPG_BattleManager_C_FindBattleItemCount Parms{}; Parms.ItemHardcodedName = ItemHardcodedName; UObject::ProcessEvent(Func, &Parms); if (Quantity != nullptr) *Quantity = Parms.Quantity; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindBattleModifierBuffByClass // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* BuffClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TArray*ActiveBuffInstanceWrappers (Parm, OutParm) void UAC_jRPG_BattleManager_C::FindBattleModifierBuffByClass(class UClass* BuffClass, TArray* ActiveBuffInstanceWrappers) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindBattleModifierBuffByClass"); Params::AC_jRPG_BattleManager_C_FindBattleModifierBuffByClass Parms{}; Parms.BuffClass = BuffClass; UObject::ProcessEvent(Func, &Parms); if (ActiveBuffInstanceWrappers != nullptr) *ActiveBuffInstanceWrappers = std::move(Parms.ActiveBuffInstanceWrappers); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindCharacterAtBattleSpot // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // ECharacterTeamSelector Team (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FindCharacterAtBattleSpot(ECharacterTeamSelector Team, int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindCharacterAtBattleSpot"); Params::AC_jRPG_BattleManager_C_FindCharacterAtBattleSpot Parms{}; Parms.Team = Team; Parms.SpotIndex = SpotIndex; UObject::ProcessEvent(Func, &Parms); if (Character != nullptr) *Character = Parms.Character; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindCharacterStatsBattleActor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**BattleCharacterActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::FindCharacterStatsBattleActor(class UAC_jRPG_CharacterBattleStats_C* CharacterStats, class ABP_jRPG_Character_Battle_Base_C** BattleCharacterActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindCharacterStatsBattleActor"); Params::AC_jRPG_BattleManager_C_FindCharacterStatsBattleActor Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); if (BattleCharacterActor != nullptr) *BattleCharacterActor = Parms.BattleCharacterActor; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ForceBattleEnd // (BlueprintCallable, BlueprintEvent) // Parameters: // EBattleEndResult BattleEndResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ForceBattleEnd(EBattleEndResult BattleEndResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ForceBattleEnd"); Params::AC_jRPG_BattleManager_C_ForceBattleEnd Parms{}; Parms.BattleEndResult = BattleEndResult; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Get Game Director Component // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_GameDirectorComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UBP_GameDirectorComponent_C* UAC_jRPG_BattleManager_C::Get_Game_Director_Component() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Get Game Director Component"); Params::AC_jRPG_BattleManager_C_Get_Game_Director_Component Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetActiveCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C**CurrentCharacter_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetActiveCharacter(class ABP_jRPG_Character_Battle_Base_C** CurrentCharacter_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetActiveCharacter"); Params::AC_jRPG_BattleManager_C_GetActiveCharacter Parms{}; UObject::ProcessEvent(Func, &Parms); if (CurrentCharacter_0 != nullptr) *CurrentCharacter_0 = Parms.CurrentCharacter_0; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAliveEnemies // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArrayReturnValue (Parm, OutParm, ReturnParm) TArray UAC_jRPG_BattleManager_C::GetAliveEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAliveEnemies"); Params::AC_jRPG_BattleManager_C_GetAliveEnemies Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllActiveBattleBuffComponents // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray*Array (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllActiveBattleBuffComponents(TArray* Array) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllActiveBattleBuffComponents"); Params::AC_jRPG_BattleManager_C_GetAllActiveBattleBuffComponents Parms{}; UObject::ProcessEvent(Func, &Parms); if (Array != nullptr) *Array = std::move(Parms.Array); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllAliveCharacters // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray*AllCharacters (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllAliveCharacters(TArray* AllCharacters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllAliveCharacters"); Params::AC_jRPG_BattleManager_C_GetAllAliveCharacters Parms{}; UObject::ProcessEvent(Func, &Parms); if (AllCharacters != nullptr) *AllCharacters = std::move(Parms.AllCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllAllyCharacters_SortedBySpotIndex // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray*AllCharacters (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllAllyCharacters_SortedBySpotIndex(TArray* AllCharacters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllAllyCharacters_SortedBySpotIndex"); Params::AC_jRPG_BattleManager_C_GetAllAllyCharacters_SortedBySpotIndex Parms{}; UObject::ProcessEvent(Func, &Parms); if (AllCharacters != nullptr) *AllCharacters = std::move(Parms.AllCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllCharacters // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray*AllCharacters (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllCharacters(TArray* AllCharacters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllCharacters"); Params::AC_jRPG_BattleManager_C_GetAllCharacters Parms{}; UObject::ProcessEvent(Func, &Parms); if (AllCharacters != nullptr) *AllCharacters = std::move(Parms.AllCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllEnemyCharacters_SortedBySpotIndex // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray*AllEnemies (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllEnemyCharacters_SortedBySpotIndex(TArray* AllEnemies) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllEnemyCharacters_SortedBySpotIndex"); Params::AC_jRPG_BattleManager_C_GetAllEnemyCharacters_SortedBySpotIndex Parms{}; UObject::ProcessEvent(Func, &Parms); if (AllEnemies != nullptr) *AllEnemies = std::move(Parms.AllEnemies); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllItemsUsableInBattle // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray*UsableItem (Parm, OutParm, ContainsInstancedReference) void UAC_jRPG_BattleManager_C::GetAllItemsUsableInBattle(TArray* UsableItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllItemsUsableInBattle"); Params::AC_jRPG_BattleManager_C_GetAllItemsUsableInBattle Parms{}; UObject::ProcessEvent(Func, &Parms); if (UsableItem != nullptr) *UsableItem = std::move(Parms.UsableItem); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllPlayerCharacters // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray*AllCharacters (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAllPlayerCharacters(TArray* AllCharacters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllPlayerCharacters"); Params::AC_jRPG_BattleManager_C_GetAllPlayerCharacters Parms{}; UObject::ProcessEvent(Func, &Parms); if (AllCharacters != nullptr) *AllCharacters = std::move(Parms.AllCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAssetsToLoadForBattle // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray>* ClassesToLoad (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetAssetsToLoadForBattle(TArray>* ClassesToLoad) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAssetsToLoadForBattle"); Params::AC_jRPG_BattleManager_C_GetAssetsToLoadForBattle Parms{}; UObject::ProcessEvent(Func, &Parms); if (ClassesToLoad != nullptr) *ClassesToLoad = std::move(Parms.ClassesToLoad); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleEndState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EBattleEndResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) EBattleEndResult UAC_jRPG_BattleManager_C::GetBattleEndState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleEndState"); Params::AC_jRPG_BattleManager_C_GetBattleEndState Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleItemSkills // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray* ItemSkills (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetBattleItemSkills(TArray* ItemSkills) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleItemSkills"); Params::AC_jRPG_BattleManager_C_GetBattleItemSkills Parms{}; UObject::ProcessEvent(Func, &Parms); if (ItemSkills != nullptr) *ItemSkills = std::move(Parms.ItemSkills); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleItemSkillsScriptClasses // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray>* ItemSkillScriptSoftClasses (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetBattleItemSkillsScriptClasses(TArray>* ItemSkillScriptSoftClasses) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleItemSkillsScriptClasses"); Params::AC_jRPG_BattleManager_C_GetBattleItemSkillsScriptClasses Parms{}; UObject::ProcessEvent(Func, &Parms); if (ItemSkillScriptSoftClasses != nullptr) *ItemSkillScriptSoftClasses = std::move(Parms.ItemSkillScriptSoftClasses); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterAssetDependencies // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class FName CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray>& OutClasses (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::GetCharacterAssetDependencies(class FName CharacterId, TArray>& OutClasses) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterAssetDependencies"); Params::AC_jRPG_BattleManager_C_GetCharacterAssetDependencies Parms{}; Parms.CharacterId = CharacterId; Parms.OutClasses = std::move(OutClasses); UObject::ProcessEvent(Func, &Parms); OutClasses = std::move(Parms.OutClasses); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterData // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class FName CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_CharacterData_C** CharacterData (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetCharacterData(class FName CharacterId, class UBP_CharacterData_C** CharacterData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterData"); Params::AC_jRPG_BattleManager_C_GetCharacterData Parms{}; Parms.CharacterId = CharacterId; UObject::ProcessEvent(Func, &Parms); if (CharacterData != nullptr) *CharacterData = Parms.CharacterData; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterRadiusForPlacement // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ACharacter* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double UAC_jRPG_BattleManager_C::GetCharacterRadiusForPlacement(class ACharacter* Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterRadiusForPlacement"); Params::AC_jRPG_BattleManager_C_GetCharacterRadiusForPlacement Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharactersState // (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArray&Characters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // TArray* CharactersInitiative (Parm, OutParm) // TArray* CharactersEngagementBonus (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetCharactersState(TArray& Characters, TArray* CharactersInitiative, TArray* CharactersEngagementBonus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharactersState"); Params::AC_jRPG_BattleManager_C_GetCharactersState Parms{}; Parms.Characters = std::move(Characters); UObject::ProcessEvent(Func, &Parms); Characters = std::move(Parms.Characters); if (CharactersInitiative != nullptr) *CharactersInitiative = std::move(Parms.CharactersInitiative); if (CharactersEngagementBonus != nullptr) *CharactersEngagementBonus = std::move(Parms.CharactersEngagementBonus); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharactersWithFormation // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&CharactersArray (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // E_jRPG_FormationType DesiredFormation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray*Result (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetCharactersWithFormation(TArray& CharactersArray, E_jRPG_FormationType DesiredFormation, TArray* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharactersWithFormation"); Params::AC_jRPG_BattleManager_C_GetCharactersWithFormation Parms{}; Parms.CharactersArray = std::move(CharactersArray); Parms.DesiredFormation = DesiredFormation; UObject::ProcessEvent(Func, &Parms); CharactersArray = std::move(Parms.CharactersArray); if (Result != nullptr) *Result = std::move(Parms.Result); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterWithMaxInitiative // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double* TimeToTurn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetCharacterWithMaxInitiative(bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterWithMaxInitiative"); Params::AC_jRPG_BattleManager_C_GetCharacterWithMaxInitiative Parms{}; Parms.DEBUG_Verbose = DEBUG_Verbose; UObject::ProcessEvent(Func, &Parms); if (Success_ != nullptr) *Success_ = Parms.Success_; if (Character != nullptr) *Character = Parms.Character; if (TimeToTurn != nullptr) *TimeToTurn = Parms.TimeToTurn; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterWithMaxInitiativeSimulate // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&Characters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // TArray& CharactersInitiative (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // TArray& HasEngagementBonus (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // int32 SimulationStep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double* TimeToTurn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetCharacterWithMaxInitiativeSimulate(TArray& Characters, TArray& CharactersInitiative, TArray& HasEngagementBonus, int32 SimulationStep, bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterWithMaxInitiativeSimulate"); Params::AC_jRPG_BattleManager_C_GetCharacterWithMaxInitiativeSimulate Parms{}; Parms.Characters = std::move(Characters); Parms.CharactersInitiative = std::move(CharactersInitiative); Parms.HasEngagementBonus = std::move(HasEngagementBonus); Parms.SimulationStep = SimulationStep; Parms.DEBUG_Verbose = DEBUG_Verbose; UObject::ProcessEvent(Func, &Parms); Characters = std::move(Parms.Characters); CharactersInitiative = std::move(Parms.CharactersInitiative); HasEngagementBonus = std::move(Parms.HasEngagementBonus); if (Success_ != nullptr) *Success_ = Parms.Success_; if (Character != nullptr) *Character = Parms.Character; if (TimeToTurn != nullptr) *TimeToTurn = Parms.TimeToTurn; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentBattleDifficulty // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_GameDifficulty ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) E_GameDifficulty UAC_jRPG_BattleManager_C::GetCurrentBattleDifficulty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentBattleDifficulty"); Params::AC_jRPG_BattleManager_C_GetCurrentBattleDifficulty Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentlyCounteringCharacters // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArrayReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference) TArray UAC_jRPG_BattleManager_C::GetCurrentlyCounteringCharacters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentlyCounteringCharacters"); Params::AC_jRPG_BattleManager_C_GetCurrentlyCounteringCharacters Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentlyTargetingSkillState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_SkillState_C** SkillState (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetCurrentlyTargetingSkillState(class UBP_SkillState_C** SkillState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentlyTargetingSkillState"); Params::AC_jRPG_BattleManager_C_GetCurrentlyTargetingSkillState Parms{}; UObject::ProcessEvent(Func, &Parms); if (SkillState != nullptr) *SkillState = Parms.SkillState; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetDummyMiddleCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ABP_jRPG_Character_Battle_Base_C* UAC_jRPG_BattleManager_C::GetDummyMiddleCharacter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetDummyMiddleCharacter"); Params::AC_jRPG_BattleManager_C_GetDummyMiddleCharacter Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetEquippedCharacterGradientAttacks // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TArray* EquippedSkills (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetEquippedCharacterGradientAttacks(class ABP_jRPG_Character_Battle_Base_C* Character, TArray* EquippedSkills) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetEquippedCharacterGradientAttacks"); Params::AC_jRPG_BattleManager_C_GetEquippedCharacterGradientAttacks Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); if (EquippedSkills != nullptr) *EquippedSkills = std::move(Parms.EquippedSkills); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetEquippedCharacterSkills // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TArray* EquippedSkills (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetEquippedCharacterSkills(class ABP_jRPG_Character_Battle_Base_C* Character, TArray* EquippedSkills) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetEquippedCharacterSkills"); Params::AC_jRPG_BattleManager_C_GetEquippedCharacterSkills Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); if (EquippedSkills != nullptr) *EquippedSkills = std::move(Parms.EquippedSkills); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetExtraLootItems // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TMap ReturnValue (Parm, OutParm, ReturnParm) TMap UAC_jRPG_BattleManager_C::GetExtraLootItems() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetExtraLootItems"); Params::AC_jRPG_BattleManager_C_GetExtraLootItems Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetForcedNextCharacters // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TArrayReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference) TArray UAC_jRPG_BattleManager_C::GetForcedNextCharacters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetForcedNextCharacters"); Params::AC_jRPG_BattleManager_C_GetForcedNextCharacters Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetGlobalDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetGlobalDodgeWindowModifier(class UModifierStack_Float** Stack) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetGlobalDodgeWindowModifier"); Params::AC_jRPG_BattleManager_C_GetGlobalDodgeWindowModifier Parms{}; UObject::ProcessEvent(Func, &Parms); if (Stack != nullptr) *Stack = Parms.Stack; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetGlobalParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetGlobalParryWindowModifier(class UModifierStack_Float** Stack) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetGlobalParryWindowModifier"); Params::AC_jRPG_BattleManager_C_GetGlobalParryWindowModifier Parms{}; UObject::ProcessEvent(Func, &Parms); if (Stack != nullptr) *Stack = Parms.Stack; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetJRPGControllerWorld // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Controller_World_C** JRPG_Controller (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetJRPGControllerWorld(class ABP_jRPG_Controller_World_C** JRPG_Controller) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetJRPGControllerWorld"); Params::AC_jRPG_BattleManager_C_GetJRPGControllerWorld Parms{}; UObject::ProcessEvent(Func, &Parms); if (JRPG_Controller != nullptr) *JRPG_Controller = Parms.JRPG_Controller; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetKickedCharacterStateFromHandle // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FFBattleCharacterStoredState* CharacterState (Parm, OutParm, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetKickedCharacterStateFromHandle(struct FGuid& KickedCharacterHandle, bool* Success, struct FFBattleCharacterStoredState* CharacterState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetKickedCharacterStateFromHandle"); Params::AC_jRPG_BattleManager_C_GetKickedCharacterStateFromHandle Parms{}; Parms.KickedCharacterHandle = std::move(KickedCharacterHandle); UObject::ProcessEvent(Func, &Parms); KickedCharacterHandle = std::move(Parms.KickedCharacterHandle); if (Success != nullptr) *Success = Parms.Success; if (CharacterState != nullptr) *CharacterState = std::move(Parms.CharacterState); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetLGUIActor_BattleWheels // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_LGUI_UIContainer_BattleWheelRoot_C*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ABP_LGUI_UIContainer_BattleWheelRoot_C* UAC_jRPG_BattleManager_C::GetLGUIActor_BattleWheels() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetLGUIActor_BattleWheels"); Params::AC_jRPG_BattleManager_C_GetLGUIActor_BattleWheels Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetPlayerCharacterAtBattleSpot // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetPlayerCharacterAtBattleSpot(int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetPlayerCharacterAtBattleSpot"); Params::AC_jRPG_BattleManager_C_GetPlayerCharacterAtBattleSpot Parms{}; Parms.SpotIndex = SpotIndex; UObject::ProcessEvent(Func, &Parms); if (Character != nullptr) *Character = Parms.Character; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetProperBattleSpawnPointTransform // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool EnemySpot_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_jRPG_FormationType FormationType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FTransform* BattleSpotTransform (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_jRPG_FormationType* BattleSpotFormationType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetProperBattleSpawnPointTransform(bool EnemySpot_, int32 SpotIndex, E_jRPG_FormationType FormationType, struct FTransform* BattleSpotTransform, E_jRPG_FormationType* BattleSpotFormationType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetProperBattleSpawnPointTransform"); Params::AC_jRPG_BattleManager_C_GetProperBattleSpawnPointTransform Parms{}; Parms.EnemySpot_ = EnemySpot_; Parms.SpotIndex = SpotIndex; Parms.FormationType = FormationType; UObject::ProcessEvent(Func, &Parms); if (BattleSpotTransform != nullptr) *BattleSpotTransform = std::move(Parms.BattleSpotTransform); if (BattleSpotFormationType != nullptr) *BattleSpotFormationType = Parms.BattleSpotFormationType; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTargetingManager // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_TargetingManager_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UAC_jRPG_TargetingManager_C* UAC_jRPG_BattleManager_C::GetTargetingManager() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTargetingManager"); Params::AC_jRPG_BattleManager_C_GetTargetingManager Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTeamMotivationLevel // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // ETeamMotivationLevelType* LevelType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* LevelProgress (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetTeamMotivationLevel(ETeamMotivationLevelType* LevelType, double* LevelProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTeamMotivationLevel"); Params::AC_jRPG_BattleManager_C_GetTeamMotivationLevel Parms{}; UObject::ProcessEvent(Func, &Parms); if (LevelType != nullptr) *LevelType = Parms.LevelType; if (LevelProgress != nullptr) *LevelProgress = Parms.LevelProgress; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTurnCount // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32* TurnCount_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetTurnCount(int32* TurnCount_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTurnCount"); Params::AC_jRPG_BattleManager_C_GetTurnCount Parms{}; UObject::ProcessEvent(Func, &Parms); if (TurnCount_0 != nullptr) *TurnCount_0 = Parms.TurnCount_0; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetWorldEnemiesTransforms // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // TMap* EnemiesTransforms (Parm, OutParm) void UAC_jRPG_BattleManager_C::GetWorldEnemiesTransforms(TMap* EnemiesTransforms) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetWorldEnemiesTransforms"); Params::AC_jRPG_BattleManager_C_GetWorldEnemiesTransforms Parms{}; UObject::ProcessEvent(Func, &Parms); if (EnemiesTransforms != nullptr) *EnemiesTransforms = std::move(Parms.EnemiesTransforms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GoBackToExploration // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::GoBackToExploration() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GoBackToExploration"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.HasBattleModifierBuffOfClass // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UClass* BuffClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::HasBattleModifierBuffOfClass(class UClass* BuffClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "HasBattleModifierBuffOfClass"); Params::AC_jRPG_BattleManager_C_HasBattleModifierBuffOfClass Parms{}; Parms.BuffClass = BuffClass; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Helper_AddRolledLootToMap // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TMap&RolledLootMap (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class FName ItemId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 GeneratedLootLevelOffset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Helper_AddRolledLootToMap(TMap& RolledLootMap, class FName ItemId, int32 Quantity, int32 GeneratedLootLevelOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Helper_AddRolledLootToMap"); Params::AC_jRPG_BattleManager_C_Helper_AddRolledLootToMap Parms{}; Parms.RolledLootMap = std::move(RolledLootMap); Parms.ItemId = ItemId; Parms.Quantity = Quantity; Parms.GeneratedLootLevelOffset = GeneratedLootLevelOffset; UObject::ProcessEvent(Func, &Parms); RolledLootMap = std::move(Parms.RolledLootMap); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Helper_TryAddRolledLootToMap // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const TMap&RolledBattleLootEntries (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class FName ItemDefinitionID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 OffsetLootContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FS_LootContext& LootContext (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Helper_TryAddRolledLootToMap(const TMap& RolledBattleLootEntries, class FName ItemDefinitionID, int32 Quantity, int32 OffsetLootContext, const struct FS_LootContext& LootContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Helper_TryAddRolledLootToMap"); Params::AC_jRPG_BattleManager_C_Helper_TryAddRolledLootToMap Parms{}; Parms.RolledBattleLootEntries = std::move(RolledBattleLootEntries); Parms.ItemDefinitionID = ItemDefinitionID; Parms.Quantity = Quantity; Parms.OffsetLootContext = OffsetLootContext; Parms.LootContext = std::move(LootContext); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.HideBattleMenuTooltip // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::HideBattleMenuTooltip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "HideBattleMenuTooltip"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitBattle // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::InitBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitBattleItemCountsFromInventory // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::InitBattleItemCountsFromInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitBattleItemCountsFromInventory"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitPlayerCharactersGear // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::InitPlayerCharactersGear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitPlayerCharactersGear"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Internal_MakePlayerCharacterDead // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class ABP_jRPG_Character_Battle_Base_C*&Character (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Internal_MakePlayerCharacterDead(const class ABP_jRPG_Character_Battle_Base_C*& Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Internal_MakePlayerCharacterDead"); Params::AC_jRPG_BattleManager_C_Internal_MakePlayerCharacterDead Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Is Attacking Heroes // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Enemy_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* IsAttacking (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray*TargetedHeroes (Parm, OutParm) void UAC_jRPG_BattleManager_C::Is_Attacking_Heroes(class ABP_jRPG_Enemy_Battle_Base_C* Enemy, bool* IsAttacking, TArray* TargetedHeroes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Is Attacking Heroes"); Params::AC_jRPG_BattleManager_C_Is_Attacking_Heroes Parms{}; Parms.Enemy = Enemy; UObject::ProcessEvent(Func, &Parms); if (IsAttacking != nullptr) *IsAttacking = Parms.IsAttacking; if (TargetedHeroes != nullptr) *TargetedHeroes = std::move(Parms.TargetedHeroes); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsAFullTeamDead // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsAFullTeamDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsAFullTeamDead"); Params::AC_jRPG_BattleManager_C_IsAFullTeamDead Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsBattleEnding // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsBattleEnding() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsBattleEnding"); Params::AC_jRPG_BattleManager_C_IsBattleEnding Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsGradientChargeUnlocked // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsGradientChargeUnlocked() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsGradientChargeUnlocked"); Params::AC_jRPG_BattleManager_C_IsGradientChargeUnlocked Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsKickedCharacterStateHandleValid // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::IsKickedCharacterStateHandleValid(struct FGuid& KickedCharacterHandle, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsKickedCharacterStateHandleValid"); Params::AC_jRPG_BattleManager_C_IsKickedCharacterStateHandleValid Parms{}; Parms.KickedCharacterHandle = std::move(KickedCharacterHandle); UObject::ProcessEvent(Func, &Parms); KickedCharacterHandle = std::move(Parms.KickedCharacterHandle); if (Success != nullptr) *Success = Parms.Success; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsLastStandActive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsLastStandActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsLastStandActive"); Params::AC_jRPG_BattleManager_C_IsLastStandActive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsNarrativeBattle // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsNarrativeBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsNarrativeBattle"); Params::AC_jRPG_BattleManager_C_IsNarrativeBattle Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayerTeamCharacterBase // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* IsPlayerTeam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::IsPlayerTeamCharacterBase(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, bool* IsPlayerTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayerTeamCharacterBase"); Params::AC_jRPG_BattleManager_C_IsPlayerTeamCharacterBase Parms{}; Parms.CharacterBattle = CharacterBattle; UObject::ProcessEvent(Func, &Parms); if (IsPlayerTeam != nullptr) *IsPlayerTeam = Parms.IsPlayerTeam; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayerTeamCharacterStats // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool* IsPlayerTeam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::IsPlayerTeamCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, bool* IsPlayerTeam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayerTeamCharacterStats"); Params::AC_jRPG_BattleManager_C_IsPlayerTeamCharacterStats Parms{}; Parms.CharacterBattleStats = CharacterBattleStats; UObject::ProcessEvent(Func, &Parms); if (IsPlayerTeam != nullptr) *IsPlayerTeam = Parms.IsPlayerTeam; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayingFinisher // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::IsPlayingFinisher() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayingFinisher"); Params::AC_jRPG_BattleManager_C_IsPlayingFinisher Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsShowingTooltip // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* IsShowingTooltip_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::IsShowingTooltip(bool* IsShowingTooltip_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsShowingTooltip"); Params::AC_jRPG_BattleManager_C_IsShowingTooltip Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsShowingTooltip_0 != nullptr) *IsShowingTooltip_0 = Parms.IsShowingTooltip_0; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsSkipImpossible // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* SkipImpossible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::IsSkipImpossible(bool* SkipImpossible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsSkipImpossible"); Params::AC_jRPG_BattleManager_C_IsSkipImpossible Parms{}; UObject::ProcessEvent(Func, &Parms); if (SkipImpossible != nullptr) *SkipImpossible = Parms.SkipImpossible; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.KickCharacterFromBattle_Internal // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class ABP_jRPG_Character_Battle_Base_C*&Character (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) // struct FGuid* KickedCharacterHandle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::KickCharacterFromBattle_Internal(const class ABP_jRPG_Character_Battle_Base_C*& Character, struct FGuid* KickedCharacterHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "KickCharacterFromBattle_Internal"); Params::AC_jRPG_BattleManager_C_KickCharacterFromBattle_Internal Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); if (KickedCharacterHandle != nullptr) *KickedCharacterHandle = std::move(Parms.KickedCharacterHandle); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadEncounterSettings // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::LoadEncounterSettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadEncounterSettings"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadParty // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::LoadParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadParty"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadRestartState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FS_BattleInitialState& BattleInitialState_0 (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::LoadRestartState(const struct FS_BattleInitialState& BattleInitialState_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadRestartState"); Params::AC_jRPG_BattleManager_C_LoadRestartState Parms{}; Parms.BattleInitialState_0 = std::move(BattleInitialState_0); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.MoveCharactersBackToTheirSpots // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::MoveCharactersBackToTheirSpots(class USF_BlueprintLatentAction* LatentAction, const class FString& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "MoveCharactersBackToTheirSpots"); Params::AC_jRPG_BattleManager_C_MoveCharactersBackToTheirSpots Parms{}; Parms.LatentAction = LatentAction; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.On Character Has Received Damage // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::On_Character_Has_Received_Damage(class UBP_BattleDamages_C* BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "On Character Has Received Damage"); Params::AC_jRPG_BattleManager_C_On_Character_Has_Received_Damage Parms{}; Parms.BattleDamages = BattleDamages; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllBattleStartEventsTriggered // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnAllBattleStartEventsTriggered() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllBattleStartEventsTriggered"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllEnemiesKilled // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnAllEnemiesKilled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllEnemiesKilled"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllEnemiesKilledInternal // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnAllEnemiesKilledInternal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllEnemiesKilledInternal"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllHeroesKilled // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnAllHeroesKilled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllHeroesKilled"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllLastStandsCompleted_Internal // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnAllLastStandsCompleted_Internal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllLastStandsCompleted_Internal"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBackupTeamLoaded // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnBackupTeamLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBackupTeamLoaded"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleDependenciesFullyLoaded // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnBattleDependenciesFullyLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleDependenciesFullyLoaded"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleEndBlockerLifted // (BlueprintCallable, BlueprintEvent) // Parameters: // bool _isActive (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnBattleEndBlockerLifted(bool _isActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleEndBlockerLifted"); Params::AC_jRPG_BattleManager_C_OnBattleEndBlockerLifted Parms{}; Parms._isActive = _isActive; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleEndVictory // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnBattleEndVictory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleEndVictory"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleMapReady // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnBattleMapReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleMapReady"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCancelTargeting // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnCancelTargeting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCancelTargeting"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterActionFinished // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterActionFinished(class ABP_jRPG_Character_Battle_Base_C* Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterActionFinished"); Params::AC_jRPG_BattleManager_C_OnCharacterActionFinished Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterDashBackComplete // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* CharacterBase (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterDashBackComplete(class ABP_jRPG_Character_Battle_Base_C* CharacterBase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterDashBackComplete"); Params::AC_jRPG_BattleManager_C_OnCharacterDashBackComplete Parms{}; Parms.CharacterBase = CharacterBase; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterDashBackCompleteComponent // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CombatMovement_C* MovementComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterDashBackCompleteComponent(class UAC_jRPG_CombatMovement_C* MovementComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterDashBackCompleteComponent"); Params::AC_jRPG_BattleManager_C_OnCharacterDashBackCompleteComponent Parms{}; Parms.MovementComponent = MovementComponent; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterLastStandEnded // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterLastStandEnded(class UAC_jRPG_CharacterBattleStats_C* CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterLastStandEnded"); Params::AC_jRPG_BattleManager_C_OnCharacterLastStandEnded Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterLastStandStarted // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterLastStandStarted(class UAC_jRPG_CharacterBattleStats_C* CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterLastStandStarted"); Params::AC_jRPG_BattleManager_C_OnCharacterLastStandStarted Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterReceivedDamages // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // double Damages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnCharacterReceivedDamages(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, double Damages, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats, class UBP_BattleDamages_C* BattleDamages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterReceivedDamages"); Params::AC_jRPG_BattleManager_C_OnCharacterReceivedDamages Parms{}; Parms.TargetCharacterStats = TargetCharacterStats; Parms.Damages = Damages; Parms.SourceCharacterStats = SourceCharacterStats; Parms.BattleDamages = BattleDamages; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnComboPressed // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnComboPressed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnComboPressed"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCounterAttackFinished // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnCounterAttackFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCounterAttackFinished"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDataLayersActivated // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnDataLayersActivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDataLayersActivated"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendStart // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnDefendStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendStart"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendStop // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnDefendStop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendStop"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendSuccess // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnDefendSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendSuccess"); Params::AC_jRPG_BattleManager_C_OnDefendSuccess Parms{}; Parms.Character = Character; Parms.Enemy = Enemy; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDodgeAction // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnDodgeAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDodgeAction"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDodgeSuccess // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnDodgeSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDodgeSuccess"); Params::AC_jRPG_BattleManager_C_OnDodgeSuccess Parms{}; Parms.Character = Character; Parms.Enemy = Enemy; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnEnemyKilled // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnEnemyKilled(class ABP_jRPG_Character_Battle_Base_C* Enemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnEnemyKilled"); Params::AC_jRPG_BattleManager_C_OnEnemyKilled Parms{}; Parms.Enemy = Enemy; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_2D0A3697490DFAD752C11F89FD2218CA // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_2D0A3697490DFAD752C11F89FD2218CA() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_2D0A3697490DFAD752C11F89FD2218CA"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_3B9680914EC52C5987B913AB52568CD9 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_3B9680914EC52C5987B913AB52568CD9() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_3B9680914EC52C5987B913AB52568CD9"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAAD8F0606F4 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAAD8F0606F4() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAAD8F0606F4"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAAD978D45F2 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAAD978D45F2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAAD978D45F2"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAADC430CF2B // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAADC430CF2B() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAADC430CF2B"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_7574233641EBEE55E33399A458B6A201 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_7574233641EBEE55E33399A458B6A201() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_7574233641EBEE55E33399A458B6A201"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_81711B71411E4D69320D38B39A03F19F // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_81711B71411E4D69320D38B39A03F19F() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_81711B71411E4D69320D38B39A03F19F"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_846FEEF2465960CA826606AD5416E647 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_846FEEF2465960CA826606AD5416E647() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_846FEEF2465960CA826606AD5416E647"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_87FC6BA24FD98A8FD85B999AF19DF012 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_87FC6BA24FD98A8FD85B999AF19DF012() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_87FC6BA24FD98A8FD85B999AF19DF012"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_AA7B24BA438CCF872213CCB429A957E8 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_AA7B24BA438CCF872213CCB429A957E8() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_AA7B24BA438CCF872213CCB429A957E8"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_FDED7E8741285BACE8169884161F56D8 // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnFinished_FDED7E8741285BACE8169884161F56D8() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_FDED7E8741285BACE8169884161F56D8"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGameOverScreenClosed // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnGameOverScreenClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGameOverScreenClosed"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGradientCounterAction // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnGradientCounterAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGradientCounterAction"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGradientCounterSuccess // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnGradientCounterSuccess() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGradientCounterSuccess"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnJumpAction // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnJumpAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnJumpAction"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnJumpShot // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnJumpShot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnJumpShot"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLastStandDuringFreeAimFinishedFlow // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnLastStandDuringFreeAimFinishedFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLastStandDuringFreeAimFinishedFlow"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLastStandFinished // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnLastStandFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLastStandFinished"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82 // (BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* Loaded (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82(class UObject* Loaded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82"); Params::AC_jRPG_BattleManager_C_OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82 Parms{}; Parms.Loaded = Loaded; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnParryAction // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnParryAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnParryAction"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnParrySuccess // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnParrySuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnParrySuccess"); Params::AC_jRPG_BattleManager_C_OnParrySuccess Parms{}; Parms.Character = Character; Parms.Enemy = Enemy; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPhotoModeEntered // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnPhotoModeEntered() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPhotoModeEntered"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPhotoModeExited // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnPhotoModeExited() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPhotoModeExited"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterKilled // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnPlayerCharacterKilled(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterKilled"); Params::AC_jRPG_BattleManager_C_OnPlayerCharacterKilled Parms{}; Parms.PlayerCharacter = PlayerCharacter; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterResurrected // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnPlayerCharacterResurrected(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterResurrected"); Params::AC_jRPG_BattleManager_C_OnPlayerCharacterResurrected Parms{}; Parms.PlayerCharacter = PlayerCharacter; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterTurnStart // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnPlayerCharacterTurnStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterTurnStart"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerTurnPreStart // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnPlayerTurnPreStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerTurnPreStart"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnReserveTeamResponse // (BlueprintCallable, BlueprintEvent) // Parameters: // bool ShouldSendReserve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnReserveTeamResponse(bool ShouldSendReserve) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnReserveTeamResponse"); Params::AC_jRPG_BattleManager_C_OnReserveTeamResponse Parms{}; Parms.ShouldSendReserve = ShouldSendReserve; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnRetryEncounterResponse // (BlueprintCallable, BlueprintEvent) // Parameters: // bool ShouldRetry (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnRetryEncounterResponse(bool ShouldRetry) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnRetryEncounterResponse"); Params::AC_jRPG_BattleManager_C_OnRetryEncounterResponse Parms{}; Parms.ShouldRetry = ShouldRetry; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectFlee // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnSelectFlee() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectFlee"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectSkillMenu // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnSelectSkillMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectSkillMenu"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectSkip // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnSelectSkip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectSkip"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSkillSelectionClosed // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnSkillSelectionClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSkillSelectionClosed"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnStartTargeting // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnStartTargeting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnStartTargeting"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnStopTargeting // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool WasPreTargeting (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnStopTargeting(bool WasPreTargeting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnStopTargeting"); Params::AC_jRPG_BattleManager_C_OnStopTargeting Parms{}; Parms.WasPreTargeting = WasPreTargeting; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTargetChanged // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnTargetChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTargetChanged"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTargetingUpdate // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnTargetingUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTargetingUpdate"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnEndEventBegin // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::OnTurnEndEventBegin(class ABP_jRPG_Character_Battle_Base_C* Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnEndEventBegin"); Params::AC_jRPG_BattleManager_C_OnTurnEndEventBegin Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnEndEventEnd // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnTurnEndEventEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnEndEventEnd"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnSkipped // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnTurnSkipped() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnSkipped"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnVictoryScreenClosedFlow // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::OnVictoryScreenClosedFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnVictoryScreenClosedFlow"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PerformFlee // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::PerformFlee() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PerformFlee"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PerformLastStandFlow // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::PerformLastStandFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PerformLastStandFlow"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PlayFreezeFrameInternal // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float TimeDilation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float GameDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::PlayFreezeFrameInternal(class USF_BlueprintLatentAction* LatentAction, float TimeDilation, float GameDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PlayFreezeFrameInternal"); Params::AC_jRPG_BattleManager_C_PlayFreezeFrameInternal Parms{}; Parms.LatentAction = LatentAction; Parms.TimeDilation = TimeDilation; Parms.GameDuration = GameDuration; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PrepareForBackupTeam // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray* BackupTeam (Parm, OutParm) // TArray>* ClassesToLoad (Parm, OutParm) void UAC_jRPG_BattleManager_C::PrepareForBackupTeam(TArray* BackupTeam, TArray>* ClassesToLoad) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PrepareForBackupTeam"); Params::AC_jRPG_BattleManager_C_PrepareForBackupTeam Parms{}; UObject::ProcessEvent(Func, &Parms); if (BackupTeam != nullptr) *BackupTeam = std::move(Parms.BackupTeam); if (ClassesToLoad != nullptr) *ClassesToLoad = std::move(Parms.ClassesToLoad); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PrepareForEncounterRestart // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::PrepareForEncounterRestart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PrepareForEncounterRestart"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PreStopBattleSystems // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::PreStopBattleSystems() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PreStopBattleSystems"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessAdditionalTurnEndEvent // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessAdditionalTurnEndEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessAdditionalTurnEndEvent"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessLastStandEvents // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ProcessLastStandEvents(class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessLastStandEvents"); Params::AC_jRPG_BattleManager_C_ProcessLastStandEvents Parms{}; Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextCharacterBattleStartEvent // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessNextCharacterBattleStartEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextCharacterBattleStartEvent"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextCharacterTurnEnd // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessNextCharacterTurnEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextCharacterTurnEnd"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextFeedback // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessNextFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextFeedback"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextPendingResurrect // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ProcessNextPendingResurrect(class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextPendingResurrect"); Params::AC_jRPG_BattleManager_C_ProcessNextPendingResurrect Parms{}; Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextTurnStartListener // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessNextTurnStartListener() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextTurnStartListener"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessVictoryEndFlow // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ProcessVictoryEndFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessVictoryEndFlow"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.QueueForcedNextCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::QueueForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "QueueForcedNextCharacter"); Params::AC_jRPG_BattleManager_C_QueueForcedNextCharacter Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBattleExperience // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 InputPin (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ReceiveBattleExperience(int32 InputPin) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBattleExperience"); Params::AC_jRPG_BattleManager_C_ReceiveBattleExperience Parms{}; Parms.InputPin = InputPin; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBattleRewards // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FS_BattleRewards& BattleRewards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ReceiveBattleRewards(struct FS_BattleRewards& BattleRewards) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBattleRewards"); Params::AC_jRPG_BattleManager_C_ReceiveBattleRewards Parms{}; Parms.BattleRewards = std::move(BattleRewards); UObject::ProcessEvent(Func, &Parms); BattleRewards = std::move(Parms.BattleRewards); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void UAC_jRPG_BattleManager_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveEndPlay // (Event, Public, BlueprintEvent) // Parameters: // EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ReceiveEndPlay(EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveEndPlay"); Params::AC_jRPG_BattleManager_C_ReceiveEndPlay Parms{}; Parms.EndPlayReason = EndPlayReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ReceiveTick(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveTick"); Params::AC_jRPG_BattleManager_C_ReceiveTick Parms{}; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterBattleListener // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TScriptInterface&NewListener (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::RegisterBattleListener(const TScriptInterface& NewListener) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterBattleListener"); Params::AC_jRPG_BattleManager_C_RegisterBattleListener Parms{}; Parms.NewListener = NewListener; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterGameInstanceEvents // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::RegisterGameInstanceEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterGameInstanceEvents"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterPauseIMC // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::RegisterPauseIMC(bool Enabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterPauseIMC"); Params::AC_jRPG_BattleManager_C_RegisterPauseIMC Parms{}; Parms.Enabled = Enabled; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterPendingResurrect // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::RegisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterPendingResurrect"); Params::AC_jRPG_BattleManager_C_RegisterPendingResurrect Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReintegrateCharacterToBattle // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**RespawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ReintegrateCharacterToBattle(struct FGuid& KickedCharacterHandle, class ABP_jRPG_Character_Battle_Base_C** RespawnedCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReintegrateCharacterToBattle"); Params::AC_jRPG_BattleManager_C_ReintegrateCharacterToBattle Parms{}; Parms.KickedCharacterHandle = std::move(KickedCharacterHandle); UObject::ProcessEvent(Func, &Parms); KickedCharacterHandle = std::move(Parms.KickedCharacterHandle); if (RespawnedCharacter != nullptr) *RespawnedCharacter = Parms.RespawnedCharacter; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveBattleScreenHUD // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::RemoveBattleScreenHUD() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveBattleScreenHUD"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveGlobalDodgeWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::RemoveGlobalDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveGlobalDodgeWindowModifier"); Params::AC_jRPG_BattleManager_C_RemoveGlobalDodgeWindowModifier Parms{}; Parms.OutModifierHandle = std::move(OutModifierHandle); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveGlobalParryWindowModifier // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::RemoveGlobalParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveGlobalParryWindowModifier"); Params::AC_jRPG_BattleManager_C_RemoveGlobalParryWindowModifier Parms{}; Parms.OutModifierHandle = std::move(OutModifierHandle); UObject::ProcessEvent(Func, &Parms); OutModifierHandle = std::move(Parms.OutModifierHandle); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveInvalidKickedCharacterStateHandles // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray& KickedCharacterHandles (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::RemoveInvalidKickedCharacterStateHandles(TArray& KickedCharacterHandles) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveInvalidKickedCharacterStateHandles"); Params::AC_jRPG_BattleManager_C_RemoveInvalidKickedCharacterStateHandles Parms{}; Parms.KickedCharacterHandles = std::move(KickedCharacterHandles); UObject::ProcessEvent(Func, &Parms); KickedCharacterHandles = std::move(Parms.KickedCharacterHandles); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RequestActionExecution // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void UAC_jRPG_BattleManager_C::RequestActionExecution(TArray& TargetedCharacters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RequestActionExecution"); Params::AC_jRPG_BattleManager_C_RequestActionExecution Parms{}; Parms.TargetedCharacters = std::move(TargetedCharacters); UObject::ProcessEvent(Func, &Parms); TargetedCharacters = std::move(Parms.TargetedCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RequestRestartCurrentEncounter // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::RequestRestartCurrentEncounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RequestRestartCurrentEncounter"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetBattle // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ResetBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetGlobalTimeDilationForBattle // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ResetGlobalTimeDilationForBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetGlobalTimeDilationForBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetInterceptions // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ResetInterceptions(class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetInterceptions"); Params::AC_jRPG_BattleManager_C_ResetInterceptions Parms{}; Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeAudioFromBattle // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ResumeAudioFromBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeAudioFromBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeBattle // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ResumeBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeBattleNew // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ResumeBattleNew() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeBattleNew"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeExplorationSystems // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // bool BeforeRestart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ResumeExplorationSystems(bool BeforeRestart) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeExplorationSystems"); Params::AC_jRPG_BattleManager_C_ResumeExplorationSystems Parms{}; Parms.BeforeRestart = BeforeRestart; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RollBattleRewards // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FS_BattleRewards* BattleRewards (Parm, OutParm, ContainsInstancedReference, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::RollBattleRewards(struct FS_BattleRewards* BattleRewards) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RollBattleRewards"); Params::AC_jRPG_BattleManager_C_RollBattleRewards Parms{}; UObject::ProcessEvent(Func, &Parms); if (BattleRewards != nullptr) *BattleRewards = std::move(Parms.BattleRewards); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_AddAP // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_AddAP(const class FString& Character, int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_AddAP"); Params::AC_jRPG_BattleManager_C_Sandfall_AddAP Parms{}; Parms.Character = std::move(Character); Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyBuffToAllEnemies // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& BuffBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_ApplyBuffToAllEnemies(const class FString& BuffBPClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyBuffToAllEnemies"); Params::AC_jRPG_BattleManager_C_Sandfall_ApplyBuffToAllEnemies Parms{}; Parms.BuffBPClass = std::move(BuffBPClass); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyBuffToAlly // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& AllyName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& BuffBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_ApplyBuffToAlly(const class FString& AllyName, const class FString& BuffBPClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyBuffToAlly"); Params::AC_jRPG_BattleManager_C_Sandfall_ApplyBuffToAlly Parms{}; Parms.AllyName = std::move(AllyName); Parms.BuffBPClass = std::move(BuffBPClass); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyShieldToEnemies // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 ShieldAmount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_ApplyShieldToEnemies(int32 ShieldAmount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyShieldToEnemies"); Params::AC_jRPG_BattleManager_C_Sandfall_ApplyShieldToEnemies Parms{}; Parms.ShieldAmount = ShieldAmount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ChangePerfection // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // int32 PerfectionChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_ChangePerfection(const class FString& CharacterId, int32 PerfectionChange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ChangePerfection"); Params::AC_jRPG_BattleManager_C_Sandfall_ChangePerfection Parms{}; Parms.CharacterId = std::move(CharacterId); Parms.PerfectionChange = PerfectionChange; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_DamageCharacter // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& CharacterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_DamageCharacter_(const class FString& CharacterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_DamageCharacter "); Params::AC_jRPG_BattleManager_C_Sandfall_DamageCharacter_ Parms{}; Parms.CharacterName = std::move(CharacterName); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_DamageEnemies // (BlueprintCallable, BlueprintEvent) // Parameters: // double Damages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_DamageEnemies(double Damages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_DamageEnemies"); Params::AC_jRPG_BattleManager_C_Sandfall_DamageEnemies Parms{}; Parms.Damages = Damages; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_HeroesIgnoreDamage // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Ignore (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_HeroesIgnoreDamage(bool Ignore) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_HeroesIgnoreDamage"); Params::AC_jRPG_BattleManager_C_Sandfall_HeroesIgnoreDamage Parms{}; Parms.Ignore = Ignore; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillAllEnemies // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Sandfall_KillAllEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillAllEnemies"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillAllies // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Sandfall_KillAllies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillAllies"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillCharacter // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& CharacterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_KillCharacter(const class FString& CharacterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillCharacter"); Params::AC_jRPG_BattleManager_C_Sandfall_KillCharacter Parms{}; Parms.CharacterName = std::move(CharacterName); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillCharacterByObject // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_KillCharacterByObject(class UAC_jRPG_CharacterBattleStats_C* Target, class UAC_jRPG_CharacterBattleStats_C* Source) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillCharacterByObject"); Params::AC_jRPG_BattleManager_C_Sandfall_KillCharacterByObject Parms{}; Parms.Target = Target; Parms.Source = Source; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillEnemy // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Sandfall_KillEnemy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillEnemy"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ReproBurnDeath // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Sandfall_ReproBurnDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ReproBurnDeath"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllAlliesAP // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_SetAllAlliesAP(int32 Amount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllAlliesAP"); Params::AC_jRPG_BattleManager_C_Sandfall_SetAllAlliesAP Parms{}; Parms.Amount = Amount; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllAlliesHP // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 HP (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_SetAllAlliesHP(int32 HP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllAlliesHP"); Params::AC_jRPG_BattleManager_C_Sandfall_SetAllAlliesHP Parms{}; Parms.HP = HP; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllEnemiesHP // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 NewHPValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Sandfall_SetAllEnemiesHP(int32 NewHPValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllEnemiesHP"); Params::AC_jRPG_BattleManager_C_Sandfall_SetAllEnemiesHP Parms{}; Parms.NewHPValue = NewHPValue; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_TestInterception // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::Sandfall_TestInterception() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_TestInterception"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SelectAction // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_jRPG_ActionType ActionType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SelectAction(E_jRPG_ActionType ActionType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SelectAction"); Params::AC_jRPG_BattleManager_C_SelectAction Parms{}; Parms.ActionType = ActionType; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SelectSecondaryAction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName SelectedSecondaryAction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SelectSecondaryAction(class FName SelectedSecondaryAction_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SelectSecondaryAction"); Params::AC_jRPG_BattleManager_C_SelectSecondaryAction Parms{}; Parms.SelectedSecondaryAction_0 = SelectedSecondaryAction_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetBattleInputEnabled // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetBattleInputEnabled(bool Enabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetBattleInputEnabled"); Params::AC_jRPG_BattleManager_C_SetBattleInputEnabled Parms{}; Parms.Enabled = Enabled; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetBattleMapInternal // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_BattleMap_C* BattleMapActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetBattleMapInternal(class ABP_BattleMap_C* BattleMapActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetBattleMapInternal"); Params::AC_jRPG_BattleManager_C_SetBattleMapInternal Parms{}; Parms.BattleMapActor = BattleMapActor; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetCurrentCharacter // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetCurrentCharacter(class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetCurrentCharacter"); Params::AC_jRPG_BattleManager_C_SetCurrentCharacter Parms{}; Parms.CurrentCharacter_0 = CurrentCharacter_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetDebugFlowState // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetDebugFlowState(const class FString& StateName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetDebugFlowState"); Params::AC_jRPG_BattleManager_C_SetDebugFlowState Parms{}; Parms.StateName = std::move(StateName); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetDefenseState // (BlueprintCallable, BlueprintEvent) // Parameters: // bool WantedDefense_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetDefenseState(bool WantedDefense_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetDefenseState"); Params::AC_jRPG_BattleManager_C_SetDefenseState Parms{}; Parms.WantedDefense_0 = WantedDefense_0; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetInputMappingContextEnabled // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool bIsEnabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class UInputMappingContext* MappingContext (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 Priority (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetInputMappingContextEnabled(bool bIsEnabled, const class UInputMappingContext* MappingContext, int32 Priority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetInputMappingContextEnabled"); Params::AC_jRPG_BattleManager_C_SetInputMappingContextEnabled Parms{}; Parms.bIsEnabled = bIsEnabled; Parms.MappingContext = MappingContext; Parms.Priority = Priority; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetIsSkipImpossible // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsSkipImpossible (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetIsSkipImpossible(bool IsSkipImpossible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetIsSkipImpossible"); Params::AC_jRPG_BattleManager_C_SetIsSkipImpossible Parms{}; Parms.IsSkipImpossible = IsSkipImpossible; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetLastFatalDamageReceivedReason // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // EDamageReason LastDamageReceivedReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SetLastFatalDamageReceivedReason(EDamageReason LastDamageReceivedReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetLastFatalDamageReceivedReason"); Params::AC_jRPG_BattleManager_C_SetLastFatalDamageReceivedReason Parms{}; Parms.LastDamageReceivedReason = LastDamageReceivedReason; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetupBattleMap // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SetupBattleMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetupBattleMap"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShouldQueueRevive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::ShouldQueueRevive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShouldQueueRevive"); Params::AC_jRPG_BattleManager_C_ShouldQueueRevive Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShouldUpdateCharacterDataWithFinalBattleState // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::ShouldUpdateCharacterDataWithFinalBattleState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShouldUpdateCharacterDataWithFinalBattleState"); Params::AC_jRPG_BattleManager_C_ShouldUpdateCharacterDataWithFinalBattleState Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowBattleMenuTooltip // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& TooltipName (BlueprintVisible, BlueprintReadOnly, Parm) // const class FText& TooltipDesc (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_BattleManager_C::ShowBattleMenuTooltip(const class FText& TooltipName, const class FText& TooltipDesc) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowBattleMenuTooltip"); Params::AC_jRPG_BattleManager_C_ShowBattleMenuTooltip Parms{}; Parms.TooltipName = std::move(TooltipName); Parms.TooltipDesc = std::move(TooltipDesc); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowBattleTooltip // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& ToolTipText (BlueprintVisible, BlueprintReadOnly, Parm) // bool AutoFadeout (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::ShowBattleTooltip(const class FText& ToolTipText, bool AutoFadeout) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowBattleTooltip"); Params::AC_jRPG_BattleManager_C_ShowBattleTooltip Parms{}; Parms.ToolTipText = std::move(ToolTipText); Parms.AutoFadeout = AutoFadeout; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowReserveTeamGameOver // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::ShowReserveTeamGameOver() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowReserveTeamGameOver"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowSkillTooltip // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& TooltipName (BlueprintVisible, BlueprintReadOnly, Parm) // const class FText& TooltipDesc (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_BattleManager_C::ShowSkillTooltip(const class FText& TooltipName, const class FText& TooltipDesc) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowSkillTooltip"); Params::AC_jRPG_BattleManager_C_ShowSkillTooltip Parms{}; Parms.TooltipName = std::move(TooltipName); Parms.TooltipDesc = std::move(TooltipDesc); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Spawn Player Character // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_CharacterData_C* CharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 BattleSpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_jRPG_FormationType FormationType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**SpawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::Spawn_Player_Character(class UBP_CharacterData_C* CharacterData, int32 BattleSpotIndex, E_jRPG_FormationType FormationType, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Spawn Player Character"); Params::AC_jRPG_BattleManager_C_Spawn_Player_Character Parms{}; Parms.CharacterData = CharacterData; Parms.BattleSpotIndex = BattleSpotIndex; Parms.FormationType = FormationType; UObject::ProcessEvent(Func, &Parms); if (SpawnedCharacter != nullptr) *SpawnedCharacter = Parms.SpawnedCharacter; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnAllCharacters // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SpawnAllCharacters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnAllCharacters"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnBackupTeam // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SpawnBackupTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnBackupTeam"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnBattleSequence // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class ULevelSequence* LevelSequence (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // TArray&TargetCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool SnapOnTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool UseTargetAsOrigin (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool UseTargetOrientation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool LookAtTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool LookAtAttacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool DisableSequenceSnapping (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_EpicBattleSequenceActor_C** EpicSequence (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FTransform* AttackerFirstPosition (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SpawnBattleSequence(class ULevelSequence* LevelSequence, class ABP_jRPG_Character_Battle_Base_C* SourceCharacter, TArray& TargetCharacters, bool SnapOnTarget, bool UseTargetAsOrigin, bool UseTargetOrientation, bool LookAtTarget, bool LookAtAttacker, bool DisableSequenceSnapping, class ABP_EpicBattleSequenceActor_C** EpicSequence, struct FTransform* AttackerFirstPosition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnBattleSequence"); Params::AC_jRPG_BattleManager_C_SpawnBattleSequence Parms{}; Parms.LevelSequence = LevelSequence; Parms.SourceCharacter = SourceCharacter; Parms.TargetCharacters = std::move(TargetCharacters); Parms.SnapOnTarget = SnapOnTarget; Parms.UseTargetAsOrigin = UseTargetAsOrigin; Parms.UseTargetOrientation = UseTargetOrientation; Parms.LookAtTarget = LookAtTarget; Parms.LookAtAttacker = LookAtAttacker; Parms.DisableSequenceSnapping = DisableSequenceSnapping; UObject::ProcessEvent(Func, &Parms); TargetCharacters = std::move(Parms.TargetCharacters); if (EpicSequence != nullptr) *EpicSequence = Parms.EpicSequence; if (AttackerFirstPosition != nullptr) *AttackerFirstPosition = std::move(Parms.AttackerFirstPosition); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnCharacterFromStoredState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FFBattleCharacterStoredState&StoredState (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**SpawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SpawnCharacterFromStoredState(const struct FFBattleCharacterStoredState& StoredState, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnCharacterFromStoredState"); Params::AC_jRPG_BattleManager_C_SpawnCharacterFromStoredState Parms{}; Parms.StoredState = std::move(StoredState); UObject::ProcessEvent(Func, &Parms); if (SpawnedCharacter != nullptr) *SpawnedCharacter = Parms.SpawnedCharacter; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnEnemies // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SpawnEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnEnemies"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnEnemyOnSpot // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 BattleSpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName CharacterHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool NotifyBattleStart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C**SpawnedEnemy (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector* EnemySpawnedLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SpawnEnemyOnSpot(int32 BattleSpotIndex, class FName CharacterHardcodedName, bool NotifyBattleStart, class ABP_jRPG_Character_Battle_Base_C** SpawnedEnemy, struct FVector* EnemySpawnedLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnEnemyOnSpot"); Params::AC_jRPG_BattleManager_C_SpawnEnemyOnSpot Parms{}; Parms.BattleSpotIndex = BattleSpotIndex; Parms.CharacterHardcodedName = CharacterHardcodedName; Parms.NotifyBattleStart = NotifyBattleStart; UObject::ProcessEvent(Func, &Parms); if (SpawnedEnemy != nullptr) *SpawnedEnemy = Parms.SpawnedEnemy; if (EnemySpawnedLocation != nullptr) *EnemySpawnedLocation = std::move(Parms.EnemySpawnedLocation); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnExtraPlayerCharacter // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_CharacterData_C* CharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SpawnExtraPlayerCharacter(class UBP_CharacterData_C* CharacterData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnExtraPlayerCharacter"); Params::AC_jRPG_BattleManager_C_SpawnExtraPlayerCharacter Parms{}; Parms.CharacterData = CharacterData; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnOnlyRequestedTeam // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SpawnOnlyRequestedTeam() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnOnlyRequestedTeam"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnPlayerCharactersFromParty // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::SpawnPlayerCharactersFromParty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnPlayerCharactersFromParty"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnPuppetCharacter // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UClass* CharacterBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* PuppetedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // double Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ABP_jRPG_Character_Battle_Base_C* UAC_jRPG_BattleManager_C::SpawnPuppetCharacter(class UClass* CharacterBPClass, class UAC_jRPG_CharacterBattleStats_C* PuppetedBy, double Scale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnPuppetCharacter"); Params::AC_jRPG_BattleManager_C_SpawnPuppetCharacter Parms{}; Parms.CharacterBPClass = CharacterBPClass; Parms.PuppetedBy = PuppetedBy; Parms.Scale = Scale; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartAudioForBattle // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartAudioForBattle(class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartAudioForBattle"); Params::AC_jRPG_BattleManager_C_StartAudioForBattle Parms{}; Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattle // (BlueprintCallable, BlueprintEvent) // Parameters: // E_jRPG_EngageTypes EngageType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartBattle(E_jRPG_EngageTypes EngageType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattle"); Params::AC_jRPG_BattleManager_C_StartBattle Parms{}; Parms.EngageType = EngageType; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleEndFlow // (BlueprintCallable, BlueprintEvent) // Parameters: // EBattleEndResult BattleEndResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartBattleEndFlow(EBattleEndResult BattleEndResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleEndFlow"); Params::AC_jRPG_BattleManager_C_StartBattleEndFlow Parms{}; Parms.BattleEndResult = BattleEndResult; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleNEW // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FFBattleStartParams& BattleStartParams (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartBattleNEW(const struct FFBattleStartParams& BattleStartParams) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleNEW"); Params::AC_jRPG_BattleManager_C_StartBattleNEW Parms{}; Parms.BattleStartParams = std::move(BattleStartParams); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleTransition // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* TransitionIntroLatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartBattleTransition(class USF_BlueprintLatentAction* TransitionIntroLatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleTransition"); Params::AC_jRPG_BattleManager_C_StartBattleTransition Parms{}; Parms.TransitionIntroLatentAction = TransitionIntroLatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCharacterTurn // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartCharacterTurn(class ABP_jRPG_Character_Battle_Base_C* Character) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCharacterTurn"); Params::AC_jRPG_BattleManager_C_StartCharacterTurn Parms{}; Parms.Character = Character; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCharacterTurn_Phase2 // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StartCharacterTurn_Phase2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCharacterTurn_Phase2"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCounterAttackInternal // (BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_jRPG_Character_Battle_Base_C* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartCounterAttackInternal(class ABP_jRPG_Character_Battle_Base_C* Source, class ABP_jRPG_Character_Battle_Base_C* Target) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCounterAttackInternal"); Params::AC_jRPG_BattleManager_C_StartCounterAttackInternal Parms{}; Parms.Source = Source; Parms.Target = Target; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartFreeAimFromUI // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StartFreeAimFromUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartFreeAimFromUI"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartFreezeFrame // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_FreezeFrame FreezeFrameType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class USF_BlueprintLatentAction** LatentAction (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StartFreezeFrame(E_FreezeFrame FreezeFrameType, class USF_BlueprintLatentAction** LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartFreezeFrame"); Params::AC_jRPG_BattleManager_C_StartFreezeFrame Parms{}; Parms.FreezeFrameType = FreezeFrameType; UObject::ProcessEvent(Func, &Parms); if (LatentAction != nullptr) *LatentAction = Parms.LatentAction; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartPlayerTurnChoice // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StartPlayerTurnChoice() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartPlayerTurnChoice"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartPreloadingBattleDependencies // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StartPreloadingBattleDependencies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartPreloadingBattleDependencies"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StopBattleSystems // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StopBattleSystems() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StopBattleSystems"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StoreAllCharacterFinalStates // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::StoreAllCharacterFinalStates() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StoreAllCharacterFinalStates"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StoreCharacterFinalState // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::StoreCharacterFinalState(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StoreCharacterFinalState"); Params::AC_jRPG_BattleManager_C_StoreCharacterFinalState Parms{}; Parms.CharacterBattle = CharacterBattle; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SwitchCamera // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName PathID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool RandomStartDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Loop (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool UpdatePathLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::SwitchCamera(class FName PathID, bool RandomStartDistance, bool Loop, bool UpdatePathLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SwitchCamera"); Params::AC_jRPG_BattleManager_C_SwitchCamera Parms{}; Parms.PathID = PathID; Parms.RandomStartDistance = RandomStartDistance; Parms.Loop = Loop; Parms.UpdatePathLocation = UpdatePathLocation; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TODO_STARTBATTLE // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TODO_STARTBATTLE() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TODO_STARTBATTLE"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerAbandonBattle // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TriggerAbandonBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerAbandonBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEvents // (BlueprintCallable, BlueprintEvent) // Parameters: // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TriggerBattleStartEvents(class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEvents"); Params::AC_jRPG_BattleManager_C_TriggerBattleStartEvents Parms{}; Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEventsForCharacters // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&CharactersToProcess (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TriggerBattleStartEventsForCharacters(TArray& CharactersToProcess, class USF_BlueprintLatentAction* LatentAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEventsForCharacters"); Params::AC_jRPG_BattleManager_C_TriggerBattleStartEventsForCharacters Parms{}; Parms.CharactersToProcess = std::move(CharactersToProcess); Parms.LatentAction = LatentAction; UObject::ProcessEvent(Func, &Parms); CharactersToProcess = std::move(Parms.CharactersToProcess); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEventsInstant // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TriggerBattleStartEventsInstant() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEventsInstant"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerPostBattleEvents // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TriggerPostBattleEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerPostBattleEvents"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerSkill // (HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class UAC_jRPG_CharacterBattleStats_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UClass* SkillClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TriggerSkill(TArray& TargetedCharacters, class UAC_jRPG_CharacterBattleStats_C* Source, class UClass* SkillClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerSkill"); Params::AC_jRPG_BattleManager_C_TriggerSkill Parms{}; Parms.TargetedCharacters = std::move(TargetedCharacters); Parms.Source = Source; Parms.SkillClass = SkillClass; UObject::ProcessEvent(Func, &Parms); TargetedCharacters = std::move(Parms.TargetedCharacters); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerSkillCounter // (BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* CounteringCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UClass* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TriggerSkillCounter(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, class UAC_jRPG_CharacterBattleStats_C* CounteringCharacterStats, class UClass* Skill) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerSkillCounter"); Params::AC_jRPG_BattleManager_C_TriggerSkillCounter Parms{}; Parms.TargetCharacterStats = TargetCharacterStats; Parms.CounteringCharacterStats = CounteringCharacterStats; Parms.Skill = Skill; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryCounterAttack // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleFeedbackState_C* ParryState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryCounterAttack(class UBP_BattleFeedbackState_C* ParryState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryCounterAttack"); Params::AC_jRPG_BattleManager_C_TryCounterAttack Parms{}; Parms.ParryState = ParryState; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryFlushBattleStateToGameState // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TryFlushBattleStateToGameState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryFlushBattleStateToGameState"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryForceUnregisterPendingResurrect // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAC_jRPG_CharacterBattleStats_C*&CharStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryForceUnregisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryForceUnregisterPendingResurrect"); Params::AC_jRPG_BattleManager_C_TryForceUnregisterPendingResurrect Parms{}; Parms.CharStats = CharStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGetInterceptingCharacter // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* TargetedCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C* AttackerCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UAC_jRPG_CharacterBattleStats_C** CharacterStats (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryGetInterceptingCharacter(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacterStats, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacterStats, class UAC_jRPG_CharacterBattleStats_C** CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGetInterceptingCharacter"); Params::AC_jRPG_BattleManager_C_TryGetInterceptingCharacter Parms{}; Parms.TargetedCharacterStats = TargetedCharacterStats; Parms.AttackerCharacterStats = AttackerCharacterStats; UObject::ProcessEvent(Func, &Parms); if (CharacterStats != nullptr) *CharacterStats = Parms.CharacterStats; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGetTargetedAllies // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray*TargetedHeroes (Parm, OutParm) void UAC_jRPG_BattleManager_C::TryGetTargetedAllies(bool* Valid, TArray* TargetedHeroes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGetTargetedAllies"); Params::AC_jRPG_BattleManager_C_TryGetTargetedAllies Parms{}; UObject::ProcessEvent(Func, &Parms); if (Valid != nullptr) *Valid = Parms.Valid; if (TargetedHeroes != nullptr) *TargetedHeroes = std::move(Parms.TargetedHeroes); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGradientCounterAttack // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UBP_BattleFeedbackState_C* ParryState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryGradientCounterAttack(class UBP_BattleFeedbackState_C* ParryState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGradientCounterAttack"); Params::AC_jRPG_BattleManager_C_TryGradientCounterAttack Parms{}; Parms.ParryState = ParryState; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryLastStand // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // EDamageReason DeathReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* HasLastStand (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryLastStand(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, EDamageReason DeathReason, bool* HasLastStand) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryLastStand"); Params::AC_jRPG_BattleManager_C_TryLastStand Parms{}; Parms.CharacterBattle = CharacterBattle; Parms.DeathReason = DeathReason; UObject::ProcessEvent(Func, &Parms); if (HasLastStand != nullptr) *HasLastStand = Parms.HasLastStand; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryNotifyChallenges // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TryNotifyChallenges() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryNotifyChallenges"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryProcessPendingBattleEnd // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TryProcessPendingBattleEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryProcessPendingBattleEnd"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryRemoveQueuedForcedNextCharacter // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryRemoveQueuedForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryRemoveQueuedForcedNextCharacter"); Params::AC_jRPG_BattleManager_C_TryRemoveQueuedForcedNextCharacter Parms{}; Parms.CharacterStats = CharacterStats; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryResumeBattle // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::TryResumeBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryResumeBattle"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryStealConsumableFromPlayer // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAC_jRPG_CharacterBattleStats_C* Thief (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const struct FDataTableRowHandle& ConsumableDataRow (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* RemovedQuantity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::TryStealConsumableFromPlayer(class UAC_jRPG_CharacterBattleStats_C* Thief, const struct FDataTableRowHandle& ConsumableDataRow, int32 Quantity, int32* RemovedQuantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryStealConsumableFromPlayer"); Params::AC_jRPG_BattleManager_C_TryStealConsumableFromPlayer Parms{}; Parms.Thief = Thief; Parms.ConsumableDataRow = std::move(ConsumableDataRow); Parms.Quantity = Quantity; UObject::ProcessEvent(Func, &Parms); if (RemovedQuantity != nullptr) *RemovedQuantity = Parms.RemovedQuantity; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnbindEventOnBattleFinished // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TDelegate& Event (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::UnbindEventOnBattleFinished(const TDelegate& Event) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnbindEventOnBattleFinished"); Params::AC_jRPG_BattleManager_C_UnbindEventOnBattleFinished Parms{}; Parms.Event = Event; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnlockNoDamageBossAchievement // (Public, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UnlockNoDamageBossAchievement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnlockNoDamageBossAchievement"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnregisterBattleListener // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TScriptInterface&Item (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::UnregisterBattleListener(const TScriptInterface& Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnregisterBattleListener"); Params::AC_jRPG_BattleManager_C_UnregisterBattleListener Parms{}; Parms.Item = Item; UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnregisterGameInstanceEvents // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UnregisterGameInstanceEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnregisterGameInstanceEvents"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnspawnEnemies // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UnspawnEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnspawnEnemies"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnspawnPlayerCharacters // (Private, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UnspawnPlayerCharacters() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnspawnPlayerCharacters"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateBattleEndVictoryScreen // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray&CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // struct FS_BattleRewards& BattleRewards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::UpdateBattleEndVictoryScreen(TArray& CharacterBattleStats, struct FS_BattleRewards& BattleRewards) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateBattleEndVictoryScreen"); Params::AC_jRPG_BattleManager_C_UpdateBattleEndVictoryScreen Parms{}; Parms.CharacterBattleStats = std::move(CharacterBattleStats); Parms.BattleRewards = std::move(BattleRewards); UObject::ProcessEvent(Func, &Parms); CharacterBattleStats = std::move(Parms.CharacterBattleStats); BattleRewards = std::move(Parms.BattleRewards); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateBattleTurns // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateBattleTurns() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateBattleTurns"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateCharacterNextTurns // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateCharacterNextTurns() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateCharacterNextTurns"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDefend // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm) void UAC_jRPG_BattleManager_C::UpdateDefend(const class FText& DebugReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDefend"); Params::AC_jRPG_BattleManager_C_UpdateDefend Parms{}; Parms.DebugReason = std::move(DebugReason); UObject::ProcessEvent(Func, &Parms); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDefenseControls // (BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateDefenseControls() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDefenseControls"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDummyMiddleCharacterLocation // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateDummyMiddleCharacterLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDummyMiddleCharacterLocation"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateFreeAimHover // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateFreeAimHover() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateFreeAimHover"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateMouseTargeting // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void UAC_jRPG_BattleManager_C::UpdateMouseTargeting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateMouseTargeting"); UObject::ProcessEvent(Func, nullptr); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Was Battle No Damage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool UAC_jRPG_BattleManager_C::Was_Battle_No_Damage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Was Battle No Damage"); Params::AC_jRPG_BattleManager_C_Was_Battle_No_Damage Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckIfAlreadyLootedItem // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const) // Parameters: // TArray&LootedItems (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* AlreadyLooted_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* SlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::CheckIfAlreadyLootedItem(TArray& LootedItems, class FName ItemHardcodedName, bool* AlreadyLooted_, int32* SlotIndex) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckIfAlreadyLootedItem"); Params::AC_jRPG_BattleManager_C_CheckIfAlreadyLootedItem Parms{}; Parms.LootedItems = std::move(LootedItems); Parms.ItemHardcodedName = ItemHardcodedName; UObject::ProcessEvent(Func, &Parms); LootedItems = std::move(Parms.LootedItems); if (AlreadyLooted_ != nullptr) *AlreadyLooted_ = Parms.AlreadyLooted_; if (SlotIndex != nullptr) *SlotIndex = Parms.SlotIndex; } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ConcatActors // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // TArray& Actors (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // class FText* Result (Parm, OutParm) void UAC_jRPG_BattleManager_C::ConcatActors(TArray& Actors, class FText* Result) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ConcatActors"); Params::AC_jRPG_BattleManager_C_ConcatActors Parms{}; Parms.Actors = std::move(Actors); UObject::ProcessEvent(Func, &Parms); Actors = std::move(Parms.Actors); if (Result != nullptr) *Result = std::move(Parms.Result); } // Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetQTEManager // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class UBP_QTEManager_C** QTEManager (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UAC_jRPG_BattleManager_C::GetQTEManager(class UBP_QTEManager_C** QTEManager) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetQTEManager"); Params::AC_jRPG_BattleManager_C_GetQTEManager Parms{}; UObject::ProcessEvent(Func, &Parms); if (QTEManager != nullptr) *QTEManager = Parms.QTEManager; } }