#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: BP_CombatCharacter #include "Basic.hpp" #include "BP_CombatCharacter_classes.hpp" #include "BP_CombatCharacter_parameters.hpp" namespace SDK { // Function BP_CombatCharacter.BP_CombatCharacter_C.AddAccessActivity // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const EDCSActivityType AddAct (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::AddAccessActivity(const EDCSActivityType AddAct) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "AddAccessActivity"); Params::BP_CombatCharacter_C_AddAccessActivity Parms{}; Parms.AddAct = AddAct; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.AddShapeMesh // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class USkeletalMesh* SkeletalMesh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UClass* NewClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USkeletalMeshComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class USkeletalMeshComponent* ABP_CombatCharacter_C::AddShapeMesh(class USkeletalMesh* SkeletalMesh, class UClass* NewClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "AddShapeMesh"); Params::BP_CombatCharacter_C_AddShapeMesh Parms{}; Parms.SkeletalMesh = SkeletalMesh; Parms.NewClass = NewClass; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.AttachLockDisplayComponent // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* ParentActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USceneComponent* ParentComponent_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class FName AttachSocket (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::AttachLockDisplayComponent(class AActor* ParentActor, class USceneComponent* ParentComponent_0, class FName AttachSocket, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "AttachLockDisplayComponent"); Params::BP_CombatCharacter_C_AttachLockDisplayComponent Parms{}; Parms.ParentActor = ParentActor; Parms.ParentComponent_0 = ParentComponent_0; Parms.AttachSocket = AttachSocket; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.AttemptBackstab // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::AttemptBackstab(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "AttemptBackstab"); Params::BP_CombatCharacter_C_AttemptBackstab Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.AttemptExecute // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::AttemptExecute(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "AttemptExecute"); Params::BP_CombatCharacter_C_AttemptExecute Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.BeginInteract // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::BeginInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BeginInteract"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.bLock // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::bLock() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "bLock"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature // (BlueprintEvent) void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature // (BlueprintEvent) // Parameters: // E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool AttackCounterAccelerate_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double AttackCounterAccelerateRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Breakable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature(E_InputBufferKey Key, bool AttackCounterAccelerate_0, double AttackCounterAccelerateRate, bool Breakable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature Parms{}; Parms.Key = Key; Parms.AttackCounterAccelerate_0 = AttackCounterAccelerate_0; Parms.AttackCounterAccelerateRate = AttackCounterAccelerateRate; Parms.Breakable = Breakable; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature // (BlueprintEvent) // Parameters: // bool Valid (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature(bool Valid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature Parms{}; Parms.Valid = Valid; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature // (HasOutParams, BlueprintEvent) // Parameters: // class UPrimitiveComponent* HitComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPrimitiveComponent* OtherComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // const struct FVector& NormalImpulse (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FHitResult& Hit (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference) void ABP_CombatCharacter_C::BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature(class UPrimitiveComponent* HitComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature Parms{}; Parms.HitComponent = HitComponent; Parms.OtherActor = OtherActor; Parms.OtherComp = OtherComp; Parms.NormalImpulse = std::move(NormalImpulse); Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature // (BlueprintEvent) // Parameters: // bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature(bool Enabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature Parms{}; Parms.Enabled = Enabled; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature // (BlueprintEvent) // Parameters: // int32 RequestVersion (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_State BreakableState_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature(int32 RequestVersion, E_InputBufferKey Key, E_State BreakableState_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature Parms{}; Parms.RequestVersion = RequestVersion; Parms.Key = Key; Parms.BreakableState_0 = BreakableState_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature // (BlueprintEvent) // Parameters: // E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature(E_InputBufferKey Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature"); Params::BP_CombatCharacter_C_BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature Parms{}; Parms.Key = Key; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature // (BlueprintEvent) void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BP_CombatCharacter_AutoGenFunc // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool NewAIAlertBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::BP_CombatCharacter_AutoGenFunc(bool NewAIAlertBattle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BP_CombatCharacter_AutoGenFunc"); Params::BP_CombatCharacter_C_BP_CombatCharacter_AutoGenFunc Parms{}; Parms.NewAIAlertBattle = NewAIAlertBattle; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BreakImmersionMainUI // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::BreakImmersionMainUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BreakImmersionMainUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CalculateLeanAmount // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* LeanAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* InterpSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CalculateLeanAmount(double* LeanAmount, double* InterpSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CalculateLeanAmount"); Params::BP_CombatCharacter_C_CalculateLeanAmount Parms{}; UObject::ProcessEvent(Func, &Parms); if (LeanAmount != nullptr) *LeanAmount = Parms.LeanAmount; if (InterpSpeed != nullptr) *InterpSpeed = Parms.InterpSpeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CallGameSettingValueInit // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CallGameSettingValueInit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CallGameSettingValueInit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_JumpToHeavyAttackSection // (Net, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CallSync_JumpToHeavyAttackSection(class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_JumpToHeavyAttackSection"); Params::BP_CombatCharacter_C_CallSync_JumpToHeavyAttackSection Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_StopAnimMontage // (Net, NetServer, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CallSync_StopAnimMontage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_StopAnimMontage"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_StopMontage // (Net, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CallSync_StopMontage(const class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_StopMontage"); Params::BP_CombatCharacter_C_CallSync_StopMontage Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.camera smooth__FinishedFunc // (BlueprintEvent) void ABP_CombatCharacter_C::camera_smooth__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "camera smooth__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.camera smooth__UpdateFunc // (BlueprintEvent) void ABP_CombatCharacter_C::camera_smooth__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "camera smooth__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CameraIsShoulderViewWhenLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::CameraIsShoulderViewWhenLock() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CameraIsShoulderViewWhenLock"); Params::BP_CombatCharacter_C_CameraIsShoulderViewWhenLock Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CameraIsTargetingLock // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* return_value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CameraIsTargetingLock(bool* return_value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CameraIsTargetingLock"); Params::BP_CombatCharacter_C_CameraIsTargetingLock Parms{}; UObject::ProcessEvent(Func, &Parms); if (return_value != nullptr) *return_value = Parms.return_value; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanBowAttack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanBowAttack(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanBowAttack"); Params::BP_CombatCharacter_C_CanBowAttack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanCastAbility // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanCastAbility(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanCastAbility"); Params::BP_CombatCharacter_C_CanCastAbility Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanCharge // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanCharge(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanCharge"); Params::BP_CombatCharacter_C_CanCharge Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanMeleeAttack // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double WillCostStamina (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool exclusive_empty_handed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EDCSActionType Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanMeleeAttack(double WillCostStamina, bool exclusive_empty_handed, EDCSActionType Action, bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanMeleeAttack"); Params::BP_CombatCharacter_C_CanMeleeAttack Parms{}; Parms.WillCostStamina = WillCostStamina; Parms.exclusive_empty_handed = exclusive_empty_handed; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanOpenUI // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanOpenUI(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanOpenUI"); Params::BP_CombatCharacter_C_CanOpenUI Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanRoll // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanRoll(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanRoll"); Params::BP_CombatCharacter_C_CanRoll Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanSlowDown // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanSlowDown(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanSlowDown"); Params::BP_CombatCharacter_C_CanSlowDown Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CanUseOrSwitchItem // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CanUseOrSwitchItem(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CanUseOrSwitchItem"); Params::BP_CombatCharacter_C_CanUseOrSwitchItem Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ChangeSpellBS // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ChangeSpellBS(double Time) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ChangeSpellBS"); Params::BP_CombatCharacter_C_ChangeSpellBS Parms{}; Parms.Time = Time; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Charge // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Charge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Charge"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteCandition_Tick // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CheckExecuteCandition_Tick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteCandition_Tick"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteCondition // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* CanExecute (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* SkillID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AAbstractCharacter_C** OutTarget (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CheckExecuteCondition(bool* CanExecute, int32* SkillID, class AAbstractCharacter_C** OutTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteCondition"); Params::BP_CombatCharacter_C_CheckExecuteCondition Parms{}; UObject::ProcessEvent(Func, &Parms); if (CanExecute != nullptr) *CanExecute = Parms.CanExecute; if (SkillID != nullptr) *SkillID = Parms.SkillID; if (OutTarget != nullptr) *OutTarget = Parms.OutTarget; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteHeightDelta // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AAbstractCharacter_C* TargetCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double HeightDelta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::CheckExecuteHeightDelta(class AAbstractCharacter_C* TargetCharacter, double HeightDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteHeightDelta"); Params::BP_CombatCharacter_C_CheckExecuteHeightDelta Parms{}; Parms.TargetCharacter = TargetCharacter; Parms.HeightDelta = HeightDelta; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckPerfectBuffComsumeByNextWeaponSkill // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CheckPerfectBuffComsumeByNextWeaponSkill(bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckPerfectBuffComsumeByNextWeaponSkill"); Params::BP_CombatCharacter_C_CheckPerfectBuffComsumeByNextWeaponSkill Parms{}; UObject::ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckResetLastRollDirection // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferKey BufferKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::CheckResetLastRollDirection(E_InputBufferKey BufferKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckResetLastRollDirection"); Params::BP_CombatCharacter_C_CheckResetLastRollDirection Parms{}; Parms.BufferKey = BufferKey; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CheckWidgetQueueFinished // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CheckWidgetQueueFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CheckWidgetQueueFinished"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ChooseMontageIndex_override // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // const struct FGameplayTag& Tag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // int32* Index_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ChooseMontageIndex_override(const struct FGameplayTag& Tag, int32* Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ChooseMontageIndex_override"); Params::BP_CombatCharacter_C_ChooseMontageIndex_override Parms{}; Parms.Tag = std::move(Tag); UObject::ProcessEvent(Func, &Parms); if (Index_0 != nullptr) *Index_0 = Parms.Index_0; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ClambLadder // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ClambLadder() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ClambLadder"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ClearCachedInputRightBeforeDisableInput // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ClearCachedInputRightBeforeDisableInput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ClearCachedInputRightBeforeDisableInput"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ClearMovementStartEndPlay // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ClearMovementStartEndPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ClearMovementStartEndPlay"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ClosedUI // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ClosedUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ClosedUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ConsumeWL // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 NowNum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 ConsumeNum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* if_play (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* NewNum (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ConsumeWL(int32 NowNum, int32 ConsumeNum, bool* if_play, int32* NewNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ConsumeWL"); Params::BP_CombatCharacter_C_ConsumeWL Parms{}; Parms.NowNum = NowNum; Parms.ConsumeNum = ConsumeNum; UObject::ProcessEvent(Func, &Parms); if (if_play != nullptr) *if_play = Parms.if_play; if (NewNum != nullptr) *NewNum = Parms.NewNum; } // Function BP_CombatCharacter.BP_CombatCharacter_C.coverMontageDataTable // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UDataTable* InDataTable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UDataTable** OutDataTable (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::coverMontageDataTable(class UDataTable* InDataTable, class UDataTable** OutDataTable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "coverMontageDataTable"); Params::BP_CombatCharacter_C_coverMontageDataTable Parms{}; Parms.InDataTable = InDataTable; UObject::ProcessEvent(Func, &Parms); if (OutDataTable != nullptr) *OutDataTable = Parms.OutDataTable; } // Function BP_CombatCharacter.BP_CombatCharacter_C.CreateDeathUI // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CreateDeathUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CreateDeathUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CreateNoticeForObj // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& Content (BlueprintVisible, BlueprintReadOnly, Parm) void ABP_CombatCharacter_C::CreateNoticeForObj(const class FText& Content) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CreateNoticeForObj"); Params::BP_CombatCharacter_C_CreateNoticeForObj Parms{}; Parms.Content = std::move(Content); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CreateWidget // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CreateWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CreateWidget"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.CustomJump // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::CustomJump() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "CustomJump"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.DelayShowGameUIEvent // (Private, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::DelayShowGameUIEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "DelayShowGameUIEvent"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.DetachLockDisplayComponent // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* ParentActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::DetachLockDisplayComponent(class AActor* ParentActor, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "DetachLockDisplayComponent"); Params::BP_CombatCharacter_C_DetachLockDisplayComponent Parms{}; Parms.ParentActor = ParentActor; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Do Buffer Input Main // (BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferKey NewParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Do_Buffer_Input_Main(E_InputBufferKey NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Do Buffer Input Main"); Params::BP_CombatCharacter_C_Do_Buffer_Input_Main Parms{}; Parms.NewParam = NewParam; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.DoDirectionalLightIntensity // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // double DL_Player (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double DL_AINPC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::DoDirectionalLightIntensity(double DL_Player, double DL_AINPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "DoDirectionalLightIntensity"); Params::BP_CombatCharacter_C_DoDirectionalLightIntensity Parms{}; Parms.DL_Player = DL_Player; Parms.DL_AINPC = DL_AINPC; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.DoesHoldBowString // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::DoesHoldBowString(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "DoesHoldBowString"); Params::BP_CombatCharacter_C_DoesHoldBowString Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.EnableCameraArmCheck // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::EnableCameraArmCheck() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "EnableCameraArmCheck"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.EndInteract // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::EndInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "EndInteract"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.EndRebornFireEvent // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::EndRebornFireEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "EndRebornFireEvent"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.EquipExecuteWeapon // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::EquipExecuteWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "EquipExecuteWeapon"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ExecuteUbergraph_BP_CombatCharacter // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ExecuteUbergraph_BP_CombatCharacter(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ExecuteUbergraph_BP_CombatCharacter"); Params::BP_CombatCharacter_C_ExecuteUbergraph_BP_CombatCharacter Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.FeatherEffect // (BlueprintCallable, BlueprintEvent) // Parameters: // double Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::FeatherEffect(double Count) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "FeatherEffect"); Params::BP_CombatCharacter_C_FeatherEffect Parms{}; Parms.Count = Count; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.FindStateByString // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& StringState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_State* EState (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::FindStateByString(const class FString& StringState, E_State* EState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "FindStateByString"); Params::BP_CombatCharacter_C_FindStateByString Parms{}; Parms.StringState = std::move(StringState); UObject::ProcessEvent(Func, &Parms); if (EState != nullptr) *EState = Parms.EState; } // Function BP_CombatCharacter.BP_CombatCharacter_C.FinishLadder // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::FinishLadder() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "FinishLadder"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Fix Camera Lag Sprint // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Fix_Camera_Lag_Sprint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Fix Camera Lag Sprint"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Force Acting Effect // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* BackstabbedActor_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Force_Acting_Effect(class AActor* BackstabbedActor_0, E_EffectType Type, int32 SkillID, bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Force Acting Effect"); Params::BP_CombatCharacter_C_Force_Acting_Effect Parms{}; Parms.BackstabbedActor_0 = BackstabbedActor_0; Parms.Type = Type; Parms.SkillID = SkillID; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Force Quit If Exist Duplicate Player // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Force_Quit_If_Exist_Duplicate_Player() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Force Quit If Exist Duplicate Player"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ForceUseShoulderView // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::ForceUseShoulderView() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ForceUseShoulderView"); Params::BP_CombatCharacter_C_ForceUseShoulderView Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ForwardDirectionInputAxisValue_OnServer // (Net, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ForwardDirectionInputAxisValue_OnServer(double NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ForwardDirectionInputAxisValue_OnServer"); Params::BP_CombatCharacter_C_ForwardDirectionInputAxisValue_OnServer Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ForwardDirectionInputAxisValue_RepSet // (BlueprintCallable, BlueprintEvent) // Parameters: // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ForwardDirectionInputAxisValue_RepSet(double NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ForwardDirectionInputAxisValue_RepSet"); Params::BP_CombatCharacter_C_ForwardDirectionInputAxisValue_RepSet Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Get Active Weapon // (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32* WeaponSortId (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Get_Active_Weapon(int32* WeaponSortId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Get Active Weapon"); Params::BP_CombatCharacter_C_Get_Active_Weapon Parms{}; UObject::ProcessEvent(Func, &Parms); if (WeaponSortId != nullptr) *WeaponSortId = Parms.WeaponSortId; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Get My New Item Show Tag Component // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UNewItemShowTagComponent_C** Component (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Get_My_New_Item_Show_Tag_Component(class UNewItemShowTagComponent_C** Component) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Get My New Item Show Tag Component"); Params::BP_CombatCharacter_C_Get_My_New_Item_Show_Tag_Component Parms{}; UObject::ProcessEvent(Func, &Parms); if (Component != nullptr) *Component = Parms.Component; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Get Player Montage from Game Play Tag // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& game_play_tag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // int32 MontageIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Get_Player_Montage_from_Game_Play_Tag(const struct FGameplayTag& game_play_tag, int32 MontageIndex, class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Get Player Montage from Game Play Tag"); Params::BP_CombatCharacter_C_Get_Player_Montage_from_Game_Play_Tag Parms{}; Parms.game_play_tag = std::move(game_play_tag); Parms.MontageIndex = MontageIndex; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetAimAlpha // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetAimAlpha(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetAimAlpha"); Params::BP_CombatCharacter_C_GetAimAlpha Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetAimTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Bullet_From (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector* Bullet_To (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetAimTarget(struct FVector* Bullet_From, struct FVector* Bullet_To, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetAimTarget"); Params::BP_CombatCharacter_C_GetAimTarget Parms{}; UObject::ProcessEvent(Func, &Parms); if (Bullet_From != nullptr) *Bullet_From = std::move(Parms.Bullet_From); if (Bullet_To != nullptr) *Bullet_To = std::move(Parms.Bullet_To); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetAllSocketLocation_Targetable // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray* Locations (Parm, OutParm) // TArray* CanUse (Parm, OutParm) void ABP_CombatCharacter_C::GetAllSocketLocation_Targetable(double Distance, TArray* Locations, TArray* CanUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetAllSocketLocation_Targetable"); Params::BP_CombatCharacter_C_GetAllSocketLocation_Targetable Parms{}; Parms.Distance = Distance; UObject::ProcessEvent(Func, &Parms); if (Locations != nullptr) *Locations = std::move(Parms.Locations); if (CanUse != nullptr) *CanUse = std::move(Parms.CanUse); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetBlockMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetBlockMontage(class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetBlockMontage"); Params::BP_CombatCharacter_C_GetBlockMontage Parms{}; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetBowStringSocketName // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class FName* Name_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetBowStringSocketName(class FName* Name_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetBowStringSocketName"); Params::BP_CombatCharacter_C_GetBowStringSocketName Parms{}; UObject::ProcessEvent(Func, &Parms); if (Name_0 != nullptr) *Name_0 = Parms.Name_0; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetCameraTargetingLockedActor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AActor** SelectedActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetCameraTargetingLockedActor(class AActor** SelectedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetCameraTargetingLockedActor"); Params::BP_CombatCharacter_C_GetCameraTargetingLockedActor Parms{}; UObject::ProcessEvent(Func, &Parms); if (SelectedActor != nullptr) *SelectedActor = Parms.SelectedActor; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetCastingSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetCastingSpeed(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetCastingSpeed"); Params::BP_CombatCharacter_C_GetCastingSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetChargeMontage // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage** ChargeMontage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetChargeMontage(class UAnimMontage** ChargeMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetChargeMontage"); Params::BP_CombatCharacter_C_GetChargeMontage Parms{}; UObject::ProcessEvent(Func, &Parms); if (ChargeMontage != nullptr) *ChargeMontage = Parms.ChargeMontage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetCurrentMontageInstanceId // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) int32 ABP_CombatCharacter_C::GetCurrentMontageInstanceId() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetCurrentMontageInstanceId"); Params::BP_CombatCharacter_C_GetCurrentMontageInstanceId Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredRotaion_Fix // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void ABP_CombatCharacter_C::GetDesiredRotaion_Fix(struct FRotator* Rotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredRotaion_Fix"); Params::BP_CombatCharacter_C_GetDesiredRotaion_Fix Parms{}; UObject::ProcessEvent(Func, &Parms); if (Rotation != nullptr) *Rotation = std::move(Parms.Rotation); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetFootLocation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Loc (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetFootLocation(struct FVector* Loc) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetFootLocation"); Params::BP_CombatCharacter_C_GetFootLocation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Loc != nullptr) *Loc = std::move(Parms.Loc); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetFreemoveDirection // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FVector* Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetFreemoveDirection(struct FVector* Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetFreemoveDirection"); Params::BP_CombatCharacter_C_GetFreemoveDirection Parms{}; UObject::ProcessEvent(Func, &Parms); if (Direction != nullptr) *Direction = std::move(Parms.Direction); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetImpactMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetImpactMontage(class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetImpactMontage"); Params::BP_CombatCharacter_C_GetImpactMontage Parms{}; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetJogSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* JogSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetJogSpeed(double* JogSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetJogSpeed"); Params::BP_CombatCharacter_C_GetJogSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (JogSpeed != nullptr) *JogSpeed = Parms.JogSpeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetLastMovementInput // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) struct FVector ABP_CombatCharacter_C::GetLastMovementInput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetLastMovementInput"); Params::BP_CombatCharacter_C_GetLastMovementInput Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetLevelSaver // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPlugin_LevelSaver_C** Plugin_LevelSaver (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetLevelSaver(class UPlugin_LevelSaver_C** Plugin_LevelSaver) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetLevelSaver"); Params::BP_CombatCharacter_C_GetLevelSaver Parms{}; UObject::ProcessEvent(Func, &Parms); if (Plugin_LevelSaver != nullptr) *Plugin_LevelSaver = Parms.Plugin_LevelSaver; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetLightsActorIsOn // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* IsOpened (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetLightsActorIsOn(bool* IsOpened) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetLightsActorIsOn"); Params::BP_CombatCharacter_C_GetLightsActorIsOn Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsOpened != nullptr) *IsOpened = Parms.IsOpened; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetLockedTargetInputDirection // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FVector* Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetLockedTargetInputDirection(struct FVector* Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetLockedTargetInputDirection"); Params::BP_CombatCharacter_C_GetLockedTargetInputDirection Parms{}; UObject::ProcessEvent(Func, &Parms); if (Direction != nullptr) *Direction = std::move(Parms.Direction); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMagicDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetMagicDamage(double* Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMagicDamage"); Params::BP_CombatCharacter_C_GetMagicDamage Parms{}; UObject::ProcessEvent(Func, &Parms); if (Value != nullptr) *Value = Parms.Value; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyEnhanceInput // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UEnhanceInputDispatcher_C** EnhenceInputDispatcher (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetMyEnhanceInput(class UEnhanceInputDispatcher_C** EnhenceInputDispatcher) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyEnhanceInput"); Params::BP_CombatCharacter_C_GetMyEnhanceInput Parms{}; UObject::ProcessEvent(Func, &Parms); if (EnhenceInputDispatcher != nullptr) *EnhenceInputDispatcher = Parms.EnhenceInputDispatcher; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyHorizontalLook // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetMyHorizontalLook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyHorizontalLook"); Params::BP_CombatCharacter_C_GetMyHorizontalLook Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyLadderUp // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetMyLadderUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyLadderUp"); Params::BP_CombatCharacter_C_GetMyLadderUp Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyMoveForward // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetMyMoveForward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyMoveForward"); Params::BP_CombatCharacter_C_GetMyMoveForward Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyMoveRight // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetMyMoveRight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyMoveRight"); Params::BP_CombatCharacter_C_GetMyMoveRight Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyNpcFriend // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UNpcFriend_C** NpcFriend (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetMyNpcFriend(class UNpcFriend_C** NpcFriend) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyNpcFriend"); Params::BP_CombatCharacter_C_GetMyNpcFriend Parms{}; UObject::ProcessEvent(Func, &Parms); if (NpcFriend != nullptr) *NpcFriend = Parms.NpcFriend; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyVerticalLook // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetMyVerticalLook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyVerticalLook"); Params::BP_CombatCharacter_C_GetMyVerticalLook Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetParriedMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetParriedMontage(class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetParriedMontage"); Params::BP_CombatCharacter_C_GetParriedMontage Parms{}; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetRebornFireWidget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UWB_PlumeArchive_Main_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UWB_PlumeArchive_Main_C* ABP_CombatCharacter_C::GetRebornFireWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetRebornFireWidget"); Params::BP_CombatCharacter_C_GetRebornFireWidget Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetRollMontage // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage** RollMontage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // E_MontageAction* OutRollDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetRollMontage(class UAnimMontage** RollMontage, E_MontageAction* OutRollDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetRollMontage"); Params::BP_CombatCharacter_C_GetRollMontage Parms{}; UObject::ProcessEvent(Func, &Parms); if (RollMontage != nullptr) *RollMontage = Parms.RollMontage; if (OutRollDirection != nullptr) *OutRollDirection = Parms.OutRollDirection; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetShapeParentMesh // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class USkeletalMeshComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class USkeletalMeshComponent* ABP_CombatCharacter_C::GetShapeParentMesh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetShapeParentMesh"); Params::BP_CombatCharacter_C_GetShapeParentMesh Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetSocketSelect_Targetable // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32* SelectIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetSocketSelect_Targetable(int32* SelectIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetSocketSelect_Targetable"); Params::BP_CombatCharacter_C_GetSocketSelect_Targetable Parms{}; UObject::ProcessEvent(Func, &Parms); if (SelectIndex != nullptr) *SelectIndex = Parms.SelectIndex; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetSpawnedArrowTransform // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FTransform* Transform (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetSpawnedArrowTransform(struct FTransform* Transform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetSpawnedArrowTransform"); Params::BP_CombatCharacter_C_GetSpawnedArrowTransform Parms{}; UObject::ProcessEvent(Func, &Parms); if (Transform != nullptr) *Transform = std::move(Parms.Transform); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetSpotParam // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Intensity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Temperature (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetSpotParam(double* Intensity, double* Temperature) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetSpotParam"); Params::BP_CombatCharacter_C_GetSpotParam Parms{}; UObject::ProcessEvent(Func, &Parms); if (Intensity != nullptr) *Intensity = Parms.Intensity; if (Temperature != nullptr) *Temperature = Parms.Temperature; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetSprintSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* SprintSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetSprintSpeed(double* SprintSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetSprintSpeed"); Params::BP_CombatCharacter_C_GetSprintSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (SprintSpeed != nullptr) *SprintSpeed = Parms.SprintSpeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetableCameraIndex_Override // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* OverrideIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32* ReturnIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetTargetableCameraIndex_Override(bool* OverrideIndex, int32* ReturnIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetableCameraIndex_Override"); Params::BP_CombatCharacter_C_GetTargetableCameraIndex_Override Parms{}; UObject::ProcessEvent(Func, &Parms); if (OverrideIndex != nullptr) *OverrideIndex = Parms.OverrideIndex; if (ReturnIndex != nullptr) *ReturnIndex = Parms.ReturnIndex; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetLocation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetTargetLocation(struct FVector* Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetLocation"); Params::BP_CombatCharacter_C_GetTargetLocation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Location != nullptr) *Location = std::move(Parms.Location); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetLocation_Attack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetTargetLocation_Attack(struct FVector* Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetLocation_Attack"); Params::BP_CombatCharacter_C_GetTargetLocation_Attack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Location != nullptr) *Location = std::move(Parms.Location); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetThrowTargetLocation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetThrowTargetLocation(struct FVector* Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetThrowTargetLocation"); Params::BP_CombatCharacter_C_GetThrowTargetLocation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Location != nullptr) *Location = std::move(Parms.Location); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetWaitingFlashMontage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetWaitingFlashMontage(int32 Index_0, class UAnimMontage** Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetWaitingFlashMontage"); Params::BP_CombatCharacter_C_GetWaitingFlashMontage Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); if (Montage != nullptr) *Montage = Parms.Montage; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetWalkSpeed // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* WalkSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetWalkSpeed(double* WalkSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetWalkSpeed"); Params::BP_CombatCharacter_C_GetWalkSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (WalkSpeed != nullptr) *WalkSpeed = Parms.WalkSpeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.HasAccess // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // EDCSActionType Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::HasAccess(EDCSActionType Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "HasAccess"); Params::BP_CombatCharacter_C_HasAccess Parms{}; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.HideCrosshair // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::HideCrosshair() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "HideCrosshair"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.HideMainWeapon // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // bool bNewHidden (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::HideMainWeapon(bool bNewHidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "HideMainWeapon"); Params::BP_CombatCharacter_C_HideMainWeapon Parms{}; Parms.bNewHidden = bNewHidden; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.IdleToMoveCallRollAction // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::IdleToMoveCallRollAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IdleToMoveCallRollAction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Impl Death // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Impl_Death() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Impl Death"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.impl get ladder position // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::impl_get_ladder_position(double* Position) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "impl get ladder position"); Params::BP_CombatCharacter_C_impl_get_ladder_position Parms{}; UObject::ProcessEvent(Func, &Parms); if (Position != nullptr) *Position = Parms.Position; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplBreakpoint2 // (Event, Public, BlueprintEvent) // Parameters: // const class FString& InParam0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& InParam1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplBreakpoint2(const class FString& InParam0, const class FString& InParam1) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplBreakpoint2"); Params::BP_CombatCharacter_C_ImplBreakpoint2 Parms{}; Parms.InParam0 = std::move(InParam0); Parms.InParam1 = std::move(InParam1); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InitBindGameSetting // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InitBindGameSetting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InitBindGameSetting"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InitializePlayer // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InitializePlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InitializePlayer"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InitializePlayer_OtherPlayer // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InitializePlayer_OtherPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InitializePlayer_OtherPlayer"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InnerPrintMovementLog // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InnerPrintMovementLog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InnerPrintMovementLog"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0 // (BlueprintEvent) // Parameters: // const struct FInputActionValue& ActionValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // float ElapsedTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float TriggeredTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class UInputAction* SourceAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0"); Params::BP_CombatCharacter_C_InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0 Parms{}; Parms.ActionValue = std::move(ActionValue); Parms.ElapsedTime = ElapsedTime; Parms.TriggeredTime = TriggeredTime; Parms.SourceAction = SourceAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1 // (BlueprintEvent) // Parameters: // const struct FInputActionValue& ActionValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // float ElapsedTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float TriggeredTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class UInputAction* SourceAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1"); Params::BP_CombatCharacter_C_InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1 Parms{}; Parms.ActionValue = std::move(ActionValue); Parms.ElapsedTime = ElapsedTime; Parms.TriggeredTime = TriggeredTime; Parms.SourceAction = SourceAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InputDrawWeapon // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InputDrawWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InputDrawWeapon"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InputUIPlayback // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& Input (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::InputUIPlayback(const class FString& Input) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InputUIPlayback"); Params::BP_CombatCharacter_C_InputUIPlayback Parms{}; Parms.Input = std::move(Input); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.interact ladder conduction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::interact_ladder_conduction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "interact ladder conduction"); Params::BP_CombatCharacter_C_interact_ladder_conduction Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CameraAnimation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double FOV (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double BlendTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* ControlledActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_CameraAnimation(double FOV, double BlendTime, class AActor* ControlledActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CameraAnimation"); Params::BP_CombatCharacter_C_Interact_CameraAnimation Parms{}; Parms.FOV = FOV; Parms.BlendTime = BlendTime; Parms.ControlledActor = ControlledActor; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CanInterruptInteraction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool CanInterruptInteraction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_CanInterruptInteraction___(bool CanInterruptInteraction_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CanInterruptInteraction "); Params::BP_CombatCharacter_C_Interact_CanInterruptInteraction___ Parms{}; Parms.CanInterruptInteraction_0 = CanInterruptInteraction_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CharacterComp // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* IsInteractionCheck (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* IsInterruptInteraction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* IsSearching (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* CapsuleHalfHeight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UCameraComponent** Camera (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_CharacterComp(bool* IsInteractionCheck, bool* IsInterruptInteraction, bool* IsSearching, double* CapsuleHalfHeight, class UCameraComponent** Camera) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CharacterComp"); Params::BP_CombatCharacter_C_Interact_CharacterComp Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsInteractionCheck != nullptr) *IsInteractionCheck = Parms.IsInteractionCheck; if (IsInterruptInteraction != nullptr) *IsInterruptInteraction = Parms.IsInterruptInteraction; if (IsSearching != nullptr) *IsSearching = Parms.IsSearching; if (CapsuleHalfHeight != nullptr) *CapsuleHalfHeight = Parms.CapsuleHalfHeight; if (Camera != nullptr) *Camera = Parms.Camera; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_EnterLadder // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool bottom_side_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_EnterLadder(bool bottom_side_) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_EnterLadder"); Params::BP_CombatCharacter_C_Interact_EnterLadder Parms{}; Parms.bottom_side_ = bottom_side_; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_InteractionObjectArray // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray* InteractionObjectArray (Parm, OutParm) void ABP_CombatCharacter_C::Interact_InteractionObjectArray(TArray* InteractionObjectArray) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_InteractionObjectArray"); Params::BP_CombatCharacter_C_Interact_InteractionObjectArray Parms{}; UObject::ProcessEvent(Func, &Parms); if (InteractionObjectArray != nullptr) *InteractionObjectArray = std::move(Parms.InteractionObjectArray); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PickupItemsArray // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // TArray* InteractionItem_Array_0 (Parm, OutParm) void ABP_CombatCharacter_C::Interact_PickupItemsArray(TArray* InteractionItem_Array_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PickupItemsArray"); Params::BP_CombatCharacter_C_Interact_PickupItemsArray Parms{}; UObject::ProcessEvent(Func, &Parms); if (InteractionItem_Array_0 != nullptr) *InteractionItem_Array_0 = std::move(Parms.InteractionItem_Array_0); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PlayInteractionAnimation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class FName EnumAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Animation (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_PlayInteractionAnimation(class FName EnumAction, class UAnimMontage** Animation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PlayInteractionAnimation"); Params::BP_CombatCharacter_C_Interact_PlayInteractionAnimation Parms{}; Parms.EnumAction = EnumAction; UObject::ProcessEvent(Func, &Parms); if (Animation != nullptr) *Animation = Parms.Animation; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PlayInteractionAnimationByIndex // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 EnumActionIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage** Animation (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_PlayInteractionAnimationByIndex(int32 EnumActionIndex, class UAnimMontage** Animation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PlayInteractionAnimationByIndex"); Params::BP_CombatCharacter_C_Interact_PlayInteractionAnimationByIndex Parms{}; Parms.EnumActionIndex = EnumActionIndex; UObject::ProcessEvent(Func, &Parms); if (Animation != nullptr) *Animation = Parms.Animation; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_ResetSearchEnd // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Interact_ResetSearchEnd() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_ResetSearchEnd"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetCharacterCollision // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Collide (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool InteractionObject_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool door (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Ladder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetCharacterCollision(bool Collide, bool InteractionObject_0, bool door, bool Ladder) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetCharacterCollision"); Params::BP_CombatCharacter_C_Interact_SetCharacterCollision Parms{}; Parms.Collide = Collide; Parms.InteractionObject_0 = InteractionObject_0; Parms.door = door; Parms.Ladder = Ladder; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetDoor // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_InteractionDoor_C* door (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetDoor(class ABP_InteractionDoor_C* door) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetDoor"); Params::BP_CombatCharacter_C_Interact_SetDoor Parms{}; Parms.door = door; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIKLocation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& IKLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetIKLocation(const struct FVector& IKLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIKLocation"); Params::BP_CombatCharacter_C_Interact_SetIKLocation Parms{}; Parms.IKLocation = std::move(IKLocation); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetInteractionItemsArray // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TArray& InteractionItem_Array_0 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void ABP_CombatCharacter_C::Interact_SetInteractionItemsArray(const TArray& InteractionItem_Array_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetInteractionItemsArray"); Params::BP_CombatCharacter_C_Interact_SetInteractionItemsArray Parms{}; Parms.InteractionItem_Array_0 = std::move(InteractionItem_Array_0); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetInteractionObjectArray // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TArray&InteractionObjectArray (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) void ABP_CombatCharacter_C::Interact_SetInteractionObjectArray(const TArray& InteractionObjectArray) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetInteractionObjectArray"); Params::BP_CombatCharacter_C_Interact_SetInteractionObjectArray Parms{}; Parms.InteractionObjectArray = std::move(InteractionObjectArray); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsInteraction // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsInteraction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetIsInteraction(bool IsInteraction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsInteraction"); Params::BP_CombatCharacter_C_Interact_SetIsInteraction Parms{}; Parms.IsInteraction = IsInteraction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsPickupItem // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsPickup (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetIsPickupItem(bool IsPickup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsPickupItem"); Params::BP_CombatCharacter_C_Interact_SetIsPickupItem Parms{}; Parms.IsPickup = IsPickup; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsSearching // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsSearching (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetIsSearching(bool IsSearching) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsSearching"); Params::BP_CombatCharacter_C_Interact_SetIsSearching Parms{}; Parms.IsSearching = IsSearching; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetLadder // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ABP_InteractionLadder_C* Ladder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetLadder(class ABP_InteractionLadder_C* Ladder) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetLadder"); Params::BP_CombatCharacter_C_Interact_SetLadder Parms{}; Parms.Ladder = Ladder; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetSearchingAnimation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsSearching (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetSearchingAnimation(bool IsSearching, class UAnimSequenceBase* Animation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetSearchingAnimation"); Params::BP_CombatCharacter_C_Interact_SetSearchingAnimation Parms{}; Parms.IsSearching = IsSearching; Parms.Animation = Animation; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetTriggerOverlap // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsTriggerOverlap (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_SetTriggerOverlap(bool IsTriggerOverlap) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetTriggerOverlap"); Params::BP_CombatCharacter_C_Interact_SetTriggerOverlap Parms{}; Parms.IsTriggerOverlap = IsTriggerOverlap; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_StartSnapTargetZ // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class USceneComponent* SnapZToPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Interact_StartSnapTargetZ(class USceneComponent* SnapZToPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_StartSnapTargetZ"); Params::BP_CombatCharacter_C_Interact_StartSnapTargetZ Parms{}; Parms.SnapZToPoint = SnapZToPoint; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_StopSnapTargetZ // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Interact_StopSnapTargetZ() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_StopSnapTargetZ"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_TriggerMultiOverlapEndCheck // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Interact_TriggerMultiOverlapEndCheck() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_TriggerMultiOverlapEndCheck"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Interaction door conduction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::Interaction_door_conduction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Interaction door conduction"); Params::BP_CombatCharacter_C_Interaction_door_conduction Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.InteractionSnapTargetZ // (Private, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InteractionSnapTargetZ() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InteractionSnapTargetZ"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Internal_PlayAttack // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Internal_PlayAttack(E_MeleeAttackType MeleeAttackType, double* Duration, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Internal_PlayAttack"); Params::BP_CombatCharacter_C_Internal_PlayAttack Parms{}; Parms.MeleeAttackType = MeleeAttackType; UObject::ProcessEvent(Func, &Parms); if (Duration != nullptr) *Duration = Parms.Duration; if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.InterruptInteraction // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::InterruptInteraction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InterruptInteraction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Is Weapon Equipped // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool exclusive_empty_handed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::Is_Weapon_Equipped(bool exclusive_empty_handed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Is Weapon Equipped"); Params::BP_CombatCharacter_C_Is_Weapon_Equipped Parms{}; Parms.exclusive_empty_handed = exclusive_empty_handed; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsFalling // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::IsFalling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsFalling"); Params::BP_CombatCharacter_C_IsFalling Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsHoldingSprintButton // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* IsSprint (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* RollPressed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::IsHoldingSprintButton(bool* IsSprint, bool* RollPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsHoldingSprintButton"); Params::BP_CombatCharacter_C_IsHoldingSprintButton Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsSprint != nullptr) *IsSprint = Parms.IsSprint; if (RollPressed != nullptr) *RollPressed = Parms.RollPressed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsLastATK // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferKey LastAtkType_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::IsLastATK(E_InputBufferKey LastAtkType_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsLastATK"); Params::BP_CombatCharacter_C_IsLastATK Parms{}; Parms.LastAtkType_0 = LastAtkType_0; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsSprinting // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::IsSprinting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsSprinting"); Params::BP_CombatCharacter_C_IsSprinting Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsStateEqualTo // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_State State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::IsStateEqualTo(E_State State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsStateEqualTo"); Params::BP_CombatCharacter_C_IsStateEqualTo Parms{}; Parms.State = State; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsTargetable // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* return_value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::IsTargetable(bool* return_value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsTargetable"); Params::BP_CombatCharacter_C_IsTargetable Parms{}; UObject::ProcessEvent(Func, &Parms); if (return_value != nullptr) *return_value = Parms.return_value; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsTargetableByTarget // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::IsTargetableByTarget(class AActor* InTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsTargetableByTarget"); Params::BP_CombatCharacter_C_IsTargetableByTarget Parms{}; Parms.InTarget = InTarget; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.JumpToHeavyAttackSection // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::JumpToHeavyAttackSection(class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "JumpToHeavyAttackSection"); Params::BP_CombatCharacter_C_JumpToHeavyAttackSection Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnBecomeViewTarget // (Event, Public, BlueprintEvent) // Parameters: // class APlayerController* PC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::K2_OnBecomeViewTarget(class APlayerController* PC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnBecomeViewTarget"); Params::BP_CombatCharacter_C_K2_OnBecomeViewTarget Parms{}; Parms.PC = PC; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnEndViewTarget // (Event, Public, BlueprintEvent) // Parameters: // class APlayerController* PC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::K2_OnEndViewTarget(class APlayerController* PC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnEndViewTarget"); Params::BP_CombatCharacter_C_K2_OnEndViewTarget Parms{}; Parms.PC = PC; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnMovementModeChanged // (Event, Public, BlueprintEvent) // Parameters: // EMovementMode PrevMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EMovementMode NewMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // uint8 PrevCustomMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // uint8 NewCustomMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnMovementModeChanged"); Params::BP_CombatCharacter_C_K2_OnMovementModeChanged Parms{}; Parms.PrevMovementMode = PrevMovementMode; Parms.NewMovementMode = NewMovementMode; Parms.PrevCustomMode = PrevCustomMode; Parms.NewCustomMode = NewCustomMode; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.K2_UpdateCustomMovement // (Event, Public, BlueprintEvent) // Parameters: // float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::K2_UpdateCustomMovement(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "K2_UpdateCustomMovement"); Params::BP_CombatCharacter_C_K2_UpdateCustomMovement Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Land_Uncrouch // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Land_Uncrouch() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Land_Uncrouch"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.LastInputVectorNetCache_OnServer // (Net, NetServer, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector_NetQuantizeNormal& NewValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::LastInputVectorNetCache_OnServer(const struct FVector_NetQuantizeNormal& NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "LastInputVectorNetCache_OnServer"); Params::BP_CombatCharacter_C_LastInputVectorNetCache_OnServer Parms{}; Parms.NewValue = std::move(NewValue); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.LastInputVectorNetCache_RepSet // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& NetValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::LastInputVectorNetCache_RepSet(const struct FVector& NetValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "LastInputVectorNetCache_RepSet"); Params::BP_CombatCharacter_C_LastInputVectorNetCache_RepSet Parms{}; Parms.NetValue = std::move(NetValue); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.litfire // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::litfire(bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "litfire"); Params::BP_CombatCharacter_C_litfire Parms{}; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.LoopCheckExecuteEvent // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::LoopCheckExecuteEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "LoopCheckExecuteEvent"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.LostEnterDeath // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::LostEnterDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "LostEnterDeath"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.MarkPlayerFirstDeath // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::MarkPlayerFirstDeath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "MarkPlayerFirstDeath"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.MeleeAttack // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_MeleeAttackType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::MeleeAttack(E_MeleeAttackType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "MeleeAttack"); Params::BP_CombatCharacter_C_MeleeAttack Parms{}; Parms.Type = Type; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.montage_time_end // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 MontageInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::montage_time_end(int32 MontageInstance, EMontageDurationEnum Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "montage_time_end"); Params::BP_CombatCharacter_C_montage_time_end Parms{}; Parms.MontageInstance = MontageInstance; Parms.Duration = Duration; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.On Montage Duration // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 MontageInstanceId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::On_Montage_Duration(int32 MontageInstanceId, EMontageDurationEnum Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "On Montage Duration"); Params::BP_CombatCharacter_C_On_Montage_Duration Parms{}; Parms.MontageInstanceId = MontageInstanceId; Parms.Duration = Duration; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnActiveFlashAttack // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OnActiveFlashAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnActiveFlashAttack"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnActiveItemChanged_Equip // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FF_StoredItem& OldItem (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // const struct FF_StoredItem& NewItem (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 SlotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 ActiveIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsSlotChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnActiveItemChanged_Equip(const struct FF_StoredItem& OldItem, const struct FF_StoredItem& NewItem, E_ItemType Type, int32 SlotIndex, int32 ActiveIndex, bool IsSlotChange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnActiveItemChanged_Equip"); Params::BP_CombatCharacter_C_OnActiveItemChanged_Equip Parms{}; Parms.OldItem = std::move(OldItem); Parms.NewItem = std::move(NewItem); Parms.Type = Type; Parms.SlotIndex = SlotIndex; Parms.ActiveIndex = ActiveIndex; Parms.IsSlotChange = IsSlotChange; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnCombatCharacterInitComplete // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OnCombatCharacterInitComplete() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnCombatCharacterInitComplete"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnCombatTypeChanged_Equip // (BlueprintCallable, BlueprintEvent) // Parameters: // E_CombatType CombatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnCombatTypeChanged_Equip(E_CombatType CombatType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnCombatTypeChanged_Equip"); Params::BP_CombatCharacter_C_OnCombatTypeChanged_Equip Parms{}; Parms.CombatType = CombatType; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnDeselected // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* DummyValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnDeselected(bool* DummyValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnDeselected"); Params::BP_CombatCharacter_C_OnDeselected Parms{}; UObject::ProcessEvent(Func, &Parms); if (DummyValue != nullptr) *DummyValue = Parms.DummyValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnDestroyed_事件_0 // (BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* DestroyedActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnDestroyed_事件_0(class AActor* DestroyedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnDestroyed_事件_0"); Params::BP_CombatCharacter_C_OnDestroyed_事件_0 Parms{}; Parms.DestroyedActor = DestroyedActor; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnEffectApplied_EffectsComp // (BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction DesiredMontageAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Arg0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FVector& ImpactDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* AttackPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnEffectApplied_EffectsComp(E_EffectType Type, E_MontageAction DesiredMontageAction, int32 Arg0, const struct FVector& ImpactDirection, class AActor* AttackPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnEffectApplied_EffectsComp"); Params::BP_CombatCharacter_C_OnEffectApplied_EffectsComp Parms{}; Parms.Type = Type; Parms.DesiredMontageAction = DesiredMontageAction; Parms.Arg0 = Arg0; Parms.ImpactDirection = std::move(ImpactDirection); Parms.AttackPlayer = AttackPlayer; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnEffectRemoved_EffectsComp // (BlueprintCallable, BlueprintEvent) // Parameters: // E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Arg0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool can_reset_to_idle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnEffectRemoved_EffectsComp(E_EffectType Type, int32 Arg0, bool can_reset_to_idle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnEffectRemoved_EffectsComp"); Params::BP_CombatCharacter_C_OnEffectRemoved_EffectsComp Parms{}; Parms.Type = Type; Parms.Arg0 = Arg0; Parms.can_reset_to_idle = can_reset_to_idle; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnFirePointSit // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& firepointid (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnFirePointSit(const class FString& firepointid) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnFirePointSit"); Params::BP_CombatCharacter_C_OnFirePointSit Parms{}; Parms.firepointid = std::move(firepointid); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnFlashAttack // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OnFlashAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnFlashAttack"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnHpChanged // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnHpChanged(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnHpChanged"); Params::BP_CombatCharacter_C_OnHpChanged Parms{}; Parms.Type = std::move(Type); Parms.OldValue = OldValue; Parms.NewValue = NewValue; Parms.MaxValue = MaxValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnInCombatChanged_Equip // (BlueprintCallable, BlueprintEvent) // Parameters: // bool IsInCombat (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnInCombatChanged_Equip(bool IsInCombat) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnInCombatChanged_Equip"); Params::BP_CombatCharacter_C_OnInCombatChanged_Equip Parms{}; Parms.IsInCombat = IsInCombat; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnInputRollAction // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Triggered (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnInputRollAction(bool Triggered) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnInputRollAction"); Params::BP_CombatCharacter_C_OnInputRollAction Parms{}; Parms.Triggered = Triggered; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnInputSprintAction // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Triggered (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnInputSprintAction(bool Triggered) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnInputSprintAction"); Params::BP_CombatCharacter_C_OnInputSprintAction Parms{}; Parms.Triggered = Triggered; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnLevelLoadFinished // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OnLevelLoadFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnLevelLoadFinished"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnMainHandTypeChanged_Equip // (BlueprintCallable, BlueprintEvent) // Parameters: // E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnMainHandTypeChanged_Equip(E_ItemType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnMainHandTypeChanged_Equip"); Params::BP_CombatCharacter_C_OnMainHandTypeChanged_Equip Parms{}; Parms.Type = Type; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnPlayerHasBorned_Event // (BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& FirePoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool isReborn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FTransform& Position (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnPlayerHasBorned_Event(const class FString& FirePoint, bool isReborn, const struct FTransform& Position) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnPlayerHasBorned_Event"); Params::BP_CombatCharacter_C_OnPlayerHasBorned_Event Parms{}; Parms.FirePoint = std::move(FirePoint); Parms.isReborn = isReborn; Parms.Position = std::move(Position); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnPlayerIntPropertyChanged // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Property (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // int32 OldIntValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 NewIntValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnPlayerIntPropertyChanged(const struct FGameplayTag& Property, int32 OldIntValue, int32 NewIntValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnPlayerIntPropertyChanged"); Params::BP_CombatCharacter_C_OnPlayerIntPropertyChanged Parms{}; Parms.Property = std::move(Property); Parms.OldIntValue = OldIntValue; Parms.NewIntValue = NewIntValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnRotateEnd_RotateComp // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OnRotateEnd_RotateComp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnRotateEnd_RotateComp"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnSelected // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SocketIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* DummyValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnSelected(int32 SocketIndex, bool* DummyValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnSelected"); Params::BP_CombatCharacter_C_OnSelected Parms{}; Parms.SocketIndex = SocketIndex; UObject::ProcessEvent(Func, &Parms); if (DummyValue != nullptr) *DummyValue = Parms.DummyValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnSettingValueChanged // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& OptionTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnSettingValueChanged(const struct FGameplayTag& OptionTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnSettingValueChanged"); Params::BP_CombatCharacter_C_OnSettingValueChanged Parms{}; Parms.OptionTag = std::move(OptionTag); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnStateChanged // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& prevName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& prevState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& currName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& currState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnStateChanged(const class FString& prevName, const class FString& prevState, const class FString& currName, const class FString& currState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnStateChanged"); Params::BP_CombatCharacter_C_OnStateChanged Parms{}; Parms.prevName = std::move(prevName); Parms.prevState = std::move(prevState); Parms.currName = std::move(currName); Parms.currState = std::move(currState); UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnStateChanged_StateManagerComp // (BlueprintCallable, BlueprintEvent) // Parameters: // E_State prevState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnStateChanged_StateManagerComp(E_State prevState, E_State NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnStateChanged_StateManagerComp"); Params::BP_CombatCharacter_C_OnStateChanged_StateManagerComp Parms{}; Parms.prevState = prevState; Parms.NewState = NewState; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnUINumNotify // (BlueprintCallable, BlueprintEvent) // Parameters: // int32 Number (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnUINumNotify(int32 Number) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnUINumNotify"); Params::BP_CombatCharacter_C_OnUINumNotify Parms{}; Parms.Number = Number; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnValueChanged_Stamina // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnValueChanged_Stamina(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnValueChanged_Stamina"); Params::BP_CombatCharacter_C_OnValueChanged_Stamina Parms{}; Parms.Type = std::move(Type); Parms.OldValue = OldValue; Parms.NewValue = NewValue; Parms.MaxValue = MaxValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OpenBloodScreen // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OpenBloodScreen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OpenBloodScreen"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OpenedUI // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::OpenedUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OpenedUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OverrideTargetingTraceEndLocation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Override (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OverrideTargetingTraceEndLocation(bool* Override, struct FVector* Location) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OverrideTargetingTraceEndLocation"); Params::BP_CombatCharacter_C_OverrideTargetingTraceEndLocation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Override != nullptr) *Override = Parms.Override; if (Location != nullptr) *Location = std::move(Parms.Location); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayAndUseItem // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 SortID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool UseCurrentFast (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::PlayAndUseItem(int32 SortID, int32 Amount, bool UseCurrentFast) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayAndUseItem"); Params::BP_CombatCharacter_C_PlayAndUseItem Parms{}; Parms.SortID = SortID; Parms.Amount = Amount; Parms.UseCurrentFast = UseCurrentFast; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayerHideFace // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool NeedHide (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::PlayerHideFace(bool NeedHide, bool* NewParam) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayerHideFace"); Params::BP_CombatCharacter_C_PlayerHideFace Parms{}; Parms.NeedHide = NeedHide; UObject::ProcessEvent(Func, &Parms); if (NewParam != nullptr) *NewParam = Parms.NewParam; } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayerPropertyChanged // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Property (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::PlayerPropertyChanged(const struct FGameplayTag& Property, double OldValue, double NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayerPropertyChanged"); Params::BP_CombatCharacter_C_PlayerPropertyChanged Parms{}; Parms.Property = std::move(Property); Parms.OldValue = OldValue; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayMainHandTypeChangedMontage // (BlueprintCallable, BlueprintEvent) // Parameters: // E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IgnoreCombatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool IsSlotChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::PlayMainHandTypeChangedMontage(E_ItemType Type, bool IgnoreCombatType, bool IsSlotChange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayMainHandTypeChangedMontage"); Params::BP_CombatCharacter_C_PlayMainHandTypeChangedMontage Parms{}; Parms.Type = Type; Parms.IgnoreCombatType = IgnoreCombatType; Parms.IsSlotChange = IsSlotChange; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayMontage // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* AnimMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float InPlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName StartSectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) float ABP_CombatCharacter_C::PlayMontage(class UAnimMontage* AnimMontage, float InPlayRate, class FName StartSectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayMontage"); Params::BP_CombatCharacter_C_PlayMontage Parms{}; Parms.AnimMontage = AnimMontage; Parms.InPlayRate = InPlayRate; Parms.StartSectionName = StartSectionName; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlayPickupAnim // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::PlayPickupAnim() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlayPickupAnim"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlaySitDown // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::PlaySitDown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlaySitDown"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.PlaySpecialEffect // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // int32 Mode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::PlaySpecialEffect(int32 Mode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "PlaySpecialEffect"); Params::BP_CombatCharacter_C_PlaySpecialEffect Parms{}; Parms.Mode = Mode; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Private_TickMovedirection // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Private_TickMovedirection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Private_TickMovedirection"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.reborn // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::reborn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "reborn"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ReceiveTick(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveTick"); Params::BP_CombatCharacter_C_ReceiveTick Parms{}; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.RefreshAirBlock // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::RefreshAirBlock() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RefreshAirBlock"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.RefreshingStatusToMaximumValue // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::RefreshingStatusToMaximumValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RefreshingStatusToMaximumValue"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReleaseActionKey // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferKey ActioinKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ReleaseActionKey(E_InputBufferKey ActioinKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReleaseActionKey"); Params::BP_CombatCharacter_C_ReleaseActionKey Parms{}; Parms.ActioinKey = ActioinKey; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReleaseAlertUIOnPlayer // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USceneComponent* alertBar (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ReleaseAlertUIOnPlayer(class AActor* Enemy, class USceneComponent* alertBar) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReleaseAlertUIOnPlayer"); Params::BP_CombatCharacter_C_ReleaseAlertUIOnPlayer Parms{}; Parms.Enemy = Enemy; Parms.alertBar = alertBar; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.RemoveAccessActivity // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // const EDCSActivityType RemoveAct (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::RemoveAccessActivity(const EDCSActivityType RemoveAct) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RemoveAccessActivity"); Params::BP_CombatCharacter_C_RemoveAccessActivity Parms{}; Parms.RemoveAct = RemoveAct; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.RemoveShapeMesh // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class USkeletalMeshComponent* SkeletalMeshComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool* Temp (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::RemoveShapeMesh(class USkeletalMeshComponent* SkeletalMeshComponent, bool* Temp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RemoveShapeMesh"); Params::BP_CombatCharacter_C_RemoveShapeMesh Parms{}; Parms.SkeletalMeshComponent = SkeletalMeshComponent; UObject::ProcessEvent(Func, &Parms); if (Temp != nullptr) *Temp = Parms.Temp; } // Function BP_CombatCharacter.BP_CombatCharacter_C.RequestAlertUIOnPlayer // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class USceneComponent* alertBar (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class UUserWidget** alertUI (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::RequestAlertUIOnPlayer(class AActor* Enemy, class USceneComponent* alertBar, class UUserWidget** alertUI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RequestAlertUIOnPlayer"); Params::BP_CombatCharacter_C_RequestAlertUIOnPlayer Parms{}; Parms.Enemy = Enemy; Parms.alertBar = alertBar; UObject::ProcessEvent(Func, &Parms); if (alertUI != nullptr) *alertUI = Parms.alertUI; } // Function BP_CombatCharacter.BP_CombatCharacter_C.RequestSlowInMontage // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool slow (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 MontageInstanceId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::RequestSlowInMontage(bool slow, int32 MontageInstanceId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RequestSlowInMontage"); Params::BP_CombatCharacter_C_RequestSlowInMontage Parms{}; Parms.slow = slow; Parms.MontageInstanceId = MontageInstanceId; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetActionEventValue // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ResetActionEventValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetActionEventValue"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetAimingMode // (Private, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ResetAimingMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetAimingMode"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetCanIterruptInteraction // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ResetCanIterruptInteraction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetCanIterruptInteraction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetChangeSpellBS // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 MontageInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ResetChangeSpellBS(int32 MontageInstance, EMontageDurationEnum Duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetChangeSpellBS"); Params::BP_CombatCharacter_C_ResetChangeSpellBS Parms{}; Parms.MontageInstance = MontageInstance; Parms.Duration = Duration; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetFromSit // (Private, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ResetFromSit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetFromSit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetInteractionTriggerInterval // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ResetInteractionTriggerInterval() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetInteractionTriggerInterval"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetMeleeAttackCounterByBreakFlagStarActive // (BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferBreakFlag BreakFlag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ResetMeleeAttackCounterByBreakFlagStarActive(E_InputBufferBreakFlag BreakFlag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetMeleeAttackCounterByBreakFlagStarActive"); Params::BP_CombatCharacter_C_ResetMeleeAttackCounterByBreakFlagStarActive Parms{}; Parms.BreakFlag = BreakFlag; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetStartMontageMontage // (BlueprintCallable, BlueprintEvent) // Parameters: // E_State NewActionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction MontageAction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* PlayingMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ResetStartMontageMontage(E_State NewActionState, E_MontageAction MontageAction_0, class UAnimMontage* PlayingMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetStartMontageMontage"); Params::BP_CombatCharacter_C_ResetStartMontageMontage Parms{}; Parms.NewActionState = NewActionState; Parms.MontageAction_0 = MontageAction_0; Parms.PlayingMontage = PlayingMontage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetValueWhenStateChanges_Override // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& NewStateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ResetValueWhenStateChanges_Override(const class FString& NewStateName, E_State NewState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetValueWhenStateChanges_Override"); Params::BP_CombatCharacter_C_ResetValueWhenStateChanges_Override Parms{}; Parms.NewStateName = std::move(NewStateName); Parms.NewState = NewState; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReverseMeleeAttackCounter // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ReverseMeleeAttackCounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReverseMeleeAttackCounter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.roll // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::roll() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "roll"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.RollAction // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::RollAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "RollAction"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SelectNearestItem // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_PickupItem_C** Pick_Item (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SelectNearestItem(class ABP_PickupItem_C** Pick_Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SelectNearestItem"); Params::BP_CombatCharacter_C_SelectNearestItem Parms{}; UObject::ProcessEvent(Func, &Parms); if (Pick_Item != nullptr) *Pick_Item = Parms.Pick_Item; } // Function BP_CombatCharacter.BP_CombatCharacter_C.SelectNearestObject // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_InteractionObject_C** InteractionObject_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SelectNearestObject(class ABP_InteractionObject_C** InteractionObject_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SelectNearestObject"); Params::BP_CombatCharacter_C_SelectNearestObject Parms{}; UObject::ProcessEvent(Func, &Parms); if (InteractionObject_0 != nullptr) *InteractionObject_0 = Parms.InteractionObject_0; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Set Camera Lag Smoothly // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double TargetLagSpeed_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double TargetRotateLagSpeed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Set_Camera_Lag_Smoothly(double TargetLagSpeed_0, double TargetRotateLagSpeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Set Camera Lag Smoothly"); Params::BP_CombatCharacter_C_Set_Camera_Lag_Smoothly Parms{}; Parms.TargetLagSpeed_0 = TargetLagSpeed_0; Parms.TargetRotateLagSpeed = TargetRotateLagSpeed; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLag Timer__FinishedFunc // (BlueprintEvent) void ABP_CombatCharacter_C::SetCameraLag_Timer__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLag Timer__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLag Timer__UpdateFunc // (BlueprintEvent) void ABP_CombatCharacter_C::SetCameraLag_Timer__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLag Timer__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLagValue // (BlueprintCallable, BlueprintEvent) // Parameters: // bool fast_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetCameraLagValue(bool fast_) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLagValue"); Params::BP_CombatCharacter_C_SetCameraLagValue Parms{}; Parms.fast_ = fast_; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraMeshSocketFollow // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool bEnable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName SocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetCameraMeshSocketFollow(bool bEnable, class FName SocketName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraMeshSocketFollow"); Params::BP_CombatCharacter_C_SetCameraMeshSocketFollow Parms{}; Parms.bEnable = bEnable; Parms.SocketName = SocketName; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetExecuteCheckedSource // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Add (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const class AAbstractCharacter_C*& Source (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetExecuteCheckedSource(bool Add, const class AAbstractCharacter_C*& Source) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetExecuteCheckedSource"); Params::BP_CombatCharacter_C_SetExecuteCheckedSource Parms{}; Parms.Add = Add; Parms.Source = Source; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetKeepUseItem // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetKeepUseItem(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetKeepUseItem"); Params::BP_CombatCharacter_C_SetKeepUseItem Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetSpotParam // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double NewIntensity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewTemperature (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double LightsActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double VSI_Intensity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double DL_Player (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double DL_AINPC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetSpotParam(double NewIntensity, double NewTemperature, double LightsActor, double VSI_Intensity, double DL_Player, double DL_AINPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetSpotParam"); Params::BP_CombatCharacter_C_SetSpotParam Parms{}; Parms.NewIntensity = NewIntensity; Parms.NewTemperature = NewTemperature; Parms.LightsActor = LightsActor; Parms.VSI_Intensity = VSI_Intensity; Parms.DL_Player = DL_Player; Parms.DL_AINPC = DL_AINPC; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.SetSprint // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Activate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::SetSprint(bool Activate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "SetSprint"); Params::BP_CombatCharacter_C_SetSprint Parms{}; Parms.Activate = Activate; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ShowCrosshair // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UTexture2D* Texture (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ShowCrosshair(class UTexture2D* Texture) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ShowCrosshair"); Params::BP_CombatCharacter_C_ShowCrosshair Parms{}; Parms.Texture = Texture; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ShowDeathUI // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ShowDeathUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ShowDeathUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.showGameUI // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Show (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::showGameUI(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "showGameUI"); Params::BP_CombatCharacter_C_showGameUI Parms{}; Parms.Show = Show; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.showPlayerSelf // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::showPlayerSelf() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "showPlayerSelf"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.slowdown // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::slowdown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "slowdown"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StartAiming // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StartAiming() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StartAiming"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StartBlocking // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StartBlocking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StartBlocking"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StartDelayShowGameUI // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StartDelayShowGameUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StartDelayShowGameUI"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StartLookingForward // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StartLookingForward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StartLookingForward"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StartZooming // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StartZooming() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StartZooming"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Stop_CameraAnimation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // double BlendTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* ControlledActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Stop_CameraAnimation(double BlendTime, class AActor* ControlledActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Stop_CameraAnimation"); Params::BP_CombatCharacter_C_Stop_CameraAnimation Parms{}; Parms.BlendTime = BlendTime; Parms.ControlledActor = ControlledActor; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StopAiming // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StopAiming() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StopAiming"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StopBlocking // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StopBlocking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StopBlocking"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StopLookingForward // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StopLookingForward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StopLookingForward"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.StopZooming // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::StopZooming() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "StopZooming"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_JumpToHeavyAttackSection // (Net, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Sync_JumpToHeavyAttackSection(class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_JumpToHeavyAttackSection"); Params::BP_CombatCharacter_C_Sync_JumpToHeavyAttackSection Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_StopAnimMontage // (Net, NetMulticast, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Sync_StopAnimMontage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_StopAnimMontage"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_StopMongtage // (Net, NetMulticast, BlueprintCallable, BlueprintEvent) // Parameters: // const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Sync_StopMongtage(const class UAnimMontage* Montage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_StopMongtage"); Params::BP_CombatCharacter_C_Sync_StopMongtage Parms{}; Parms.Montage = Montage; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.TickUpdateSpeedAndNoise // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::TickUpdateSpeedAndNoise() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "TickUpdateSpeedAndNoise"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Toggle Combat // (Private, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // double* animation_duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Toggle_Combat(double* animation_duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Toggle Combat"); Params::BP_CombatCharacter_C_Toggle_Combat Parms{}; UObject::ProcessEvent(Func, &Parms); if (animation_duration != nullptr) *animation_duration = Parms.animation_duration; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ToggleTargetting // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::ToggleTargetting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ToggleTargetting"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Try Get Fixed Target Location // (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector* FixedLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Try_Get_Fixed_Target_Location(class AActor* Target, struct FVector* FixedLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Try Get Fixed Target Location"); Params::BP_CombatCharacter_C_Try_Get_Fixed_Target_Location Parms{}; Parms.Target = Target; UObject::ProcessEvent(Func, &Parms); if (FixedLocation != nullptr) *FixedLocation = std::move(Parms.FixedLocation); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UnequipExecuteWeapon // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UnequipExecuteWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UnequipExecuteWeapon"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Update Camera Lag // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Update_Camera_Lag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Update Camera Lag"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Update Input Key // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Update_Input_Key(E_InputBufferKey Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Update Input Key"); Params::BP_CombatCharacter_C_Update_Input_Key Parms{}; Parms.Key = Key; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.update ladder movement // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::update_ladder_movement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "update ladder movement"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.update rollup movement // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::update_rollup_movement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "update rollup movement"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.update rootmotion movement // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::update_rootmotion_movement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "update rootmotion movement"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Update Sprint Stat // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Update_Sprint_Stat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Update Sprint Stat"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateAimAlpha // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateAimAlpha() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateAimAlpha"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateBlocking // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateBlocking() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateBlocking"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateCachedRollDirection // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& Velocity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction* OutRollDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateCachedRollDirection(const struct FVector& Velocity, E_MontageAction* OutRollDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateCachedRollDirection"); Params::BP_CombatCharacter_C_UpdateCachedRollDirection Parms{}; Parms.Velocity = std::move(Velocity); UObject::ProcessEvent(Func, &Parms); if (OutRollDirection != nullptr) *OutRollDirection = Parms.OutRollDirection; } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateCanPlayMoveStartMontage // (BlueprintCallable, BlueprintEvent) // Parameters: // bool Can (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateCanPlayMoveStartMontage(bool Can) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateCanPlayMoveStartMontage"); Params::BP_CombatCharacter_C_UpdateCanPlayMoveStartMontage Parms{}; Parms.Can = Can; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateFallDownRollDirection // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateFallDownRollDirection() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateFallDownRollDirection"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateHorizontalLook // (BlueprintCallable, BlueprintEvent) // Parameters: // double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateHorizontalLook(double AxisValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateHorizontalLook"); Params::BP_CombatCharacter_C_UpdateHorizontalLook Parms{}; Parms.AxisValue = AxisValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateInteractTrace // (Protected, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateInteractTrace() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateInteractTrace"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateLadderUp // (BlueprintCallable, BlueprintEvent) // Parameters: // double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateLadderUp(double AxisValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateLadderUp"); Params::BP_CombatCharacter_C_UpdateLadderUp Parms{}; Parms.AxisValue = AxisValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateMoveForward // (BlueprintCallable, BlueprintEvent) // Parameters: // double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateMoveForward(double AxisValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateMoveForward"); Params::BP_CombatCharacter_C_UpdateMoveForward Parms{}; Parms.AxisValue = AxisValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateMoveRight // (BlueprintCallable, BlueprintEvent) // Parameters: // double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateMoveRight(double AxisValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateMoveRight"); Params::BP_CombatCharacter_C_UpdateMoveRight Parms{}; Parms.AxisValue = AxisValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateRotationSettings // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateRotationSettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateRotationSettings"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateVerticalLook // (BlueprintCallable, BlueprintEvent) // Parameters: // double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::UpdateVerticalLook(double AxisValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateVerticalLook"); Params::BP_CombatCharacter_C_UpdateVerticalLook Parms{}; Parms.AxisValue = AxisValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateZoom // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UpdateZoom() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateZoom"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.WeaponSkillWithID // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const int32 SkillID (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::WeaponSkillWithID(const int32 SkillID, E_MontageAction Action, bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "WeaponSkillWithID"); Params::BP_CombatCharacter_C_WeaponSkillWithID Parms{}; Parms.SkillID = SkillID; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.WhosyourBigDaddy // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::WhosyourBigDaddy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "WhosyourBigDaddy"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Whosyourdaddy // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::Whosyourdaddy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Whosyourdaddy"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.YawViewOut // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::YawViewOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "YawViewOut"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Zooming_Timeline__FinishedFunc // (BlueprintEvent) void ABP_CombatCharacter_C::Zooming_Timeline__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Zooming_Timeline__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Zooming_Timeline__UpdateFunc // (BlueprintEvent) void ABP_CombatCharacter_C::Zooming_Timeline__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Zooming_Timeline__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.BindEvents // (BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::BindEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "BindEvents"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Can Flash Attack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Can_Flash_Attack(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Can Flash Attack"); Params::BP_CombatCharacter_C_Can_Flash_Attack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.death_1 // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::death_1() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "death_1"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.death_2 // (Public, BlueprintCallable, BlueprintEvent) void ABP_CombatCharacter_C::death_2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "death_2"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.EnterDeath // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* enter_death (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::EnterDeath(bool* enter_death) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "EnterDeath"); Params::BP_CombatCharacter_C_EnterDeath Parms{}; UObject::ProcessEvent(Func, &Parms); if (enter_death != nullptr) *enter_death = Parms.enter_death; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetBackAttackFactor // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) double ABP_CombatCharacter_C::GetBackAttackFactor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetBackAttackFactor"); Params::BP_CombatCharacter_C_GetBackAttackFactor Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetDeathEffectCurve // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UAnimMontage* DeathMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UCurveFloat** Vanish (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetDeathEffectCurve"); Params::BP_CombatCharacter_C_GetDeathEffectCurve Parms{}; Parms.DeathMontage = DeathMontage; UObject::ProcessEvent(Func, &Parms); if (Vanish != nullptr) *Vanish = Parms.Vanish; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredFollowRotation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void ABP_CombatCharacter_C::GetDesiredFollowRotation(struct FRotator* Rotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredFollowRotation"); Params::BP_CombatCharacter_C_GetDesiredFollowRotation Parms{}; UObject::ProcessEvent(Func, &Parms); if (Rotation != nullptr) *Rotation = std::move(Parms.Rotation); } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredRotation // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Refresh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 rotateIntent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor) void ABP_CombatCharacter_C::GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredRotation"); Params::BP_CombatCharacter_C_GetDesiredRotation Parms{}; Parms.Refresh = Refresh; Parms.rotateIntent = rotateIntent; UObject::ProcessEvent(Func, &Parms); if (Rotation != nullptr) *Rotation = std::move(Parms.Rotation); } // Function BP_CombatCharacter.BP_CombatCharacter_C.getLadderPosition // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::getLadderPosition(double* Position) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "getLadderPosition"); Params::BP_CombatCharacter_C_getLadderPosition Parms{}; UObject::ProcessEvent(Func, &Parms); if (Position != nullptr) *Position = Parms.Position; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMontages // (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UDataTable** Montages (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetMontages(E_MontageAction Action, class UDataTable** Montages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMontages"); Params::BP_CombatCharacter_C_GetMontages Parms{}; Parms.Action = Action; UObject::ProcessEvent(Func, &Parms); if (Montages != nullptr) *Montages = Parms.Montages; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyForceActing // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UForceActingComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash) class UForceActingComponent_C* ABP_CombatCharacter_C::GetMyForceActing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyForceActing"); Params::BP_CombatCharacter_C_GetMyForceActing Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetNetworkState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ADCS_SyncState_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash) class ADCS_SyncState_C* ABP_CombatCharacter_C::GetNetworkState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetNetworkState"); Params::BP_CombatCharacter_C_GetNetworkState Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // E_State* State (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetState(E_State* State) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetState"); Params::BP_CombatCharacter_C_GetState Parms{}; UObject::ProcessEvent(Func, &Parms); if (State != nullptr) *State = Parms.State; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplBufferInput"); Params::BP_CombatCharacter_C_ImplBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplFallendamageBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplFallendamageBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplFallendamageBufferInput"); Params::BP_CombatCharacter_C_ImplFallendamageBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplHoldActioninput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplHoldActioninput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplHoldActioninput"); Params::BP_CombatCharacter_C_ImplHoldActioninput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplInputInteract // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ImplInputInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplInputInteract"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplPrintPoint // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash) bool ABP_CombatCharacter_C::ImplPrintPoint(const class FString& StateName, const class FString& EventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplPrintPoint"); Params::BP_CombatCharacter_C_ImplPrintPoint Parms{}; Parms.StateName = std::move(StateName); Parms.EventName = std::move(EventName); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTakeDamage // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGenericStructPasser& InDamage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // const struct FGenericStructPasser& InHitresult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm) // bool* OutHandled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // uint8* OutReturnresult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTakeDamage"); Params::BP_CombatCharacter_C_ImplTakeDamage Parms{}; Parms.InDamage = std::move(InDamage); Parms.InHitresult = std::move(InHitresult); UObject::ProcessEvent(Func, &Parms); if (OutHandled != nullptr) *OutHandled = Parms.OutHandled; if (OutReturnresult != nullptr) *OutReturnresult = Parms.OutReturnresult; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTickMove // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ImplTickMove() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTickMove"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTryBreakInteract // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ImplTryBreakInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTryBreakInteract"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTryEndRebornfire // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ImplTryEndRebornfire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTryEndRebornfire"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplUpdateForwardmove // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ImplUpdateForwardmove() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplUpdateForwardmove"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplWeaponLoopBufferInput // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplWeaponLoopBufferInput(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplWeaponLoopBufferInput"); Params::BP_CombatCharacter_C_ImplWeaponLoopBufferInput Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ImplWeaponLoopInputWithCheck // (Event, Public, BlueprintEvent) // Parameters: // const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ImplWeaponLoopInputWithCheck(const uint8 InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ImplWeaponLoopInputWithCheck"); Params::BP_CombatCharacter_C_ImplWeaponLoopInputWithCheck Parms{}; Parms.InAction = InAction; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.InternalMontageAction // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UAnimMontage* SelectedMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double PlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class FName PresetSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool StopAllMontags (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // const struct FGameplayTag& PlayerAction (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // float BlendInTimeOverride (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float InTimeToStartMontageAt (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double* DurationToEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::InternalMontageAction(E_State NewState, E_MontageAction Action, class UAnimMontage* SelectedMontage, double PlayRate, class FName PresetSection, bool StopAllMontags, const struct FGameplayTag& PlayerAction, float BlendInTimeOverride, float InTimeToStartMontageAt, double* DurationToEnd, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "InternalMontageAction"); Params::BP_CombatCharacter_C_InternalMontageAction Parms{}; Parms.NewState = NewState; Parms.Action = Action; Parms.SelectedMontage = SelectedMontage; Parms.PlayRate = PlayRate; Parms.PresetSection = PresetSection; Parms.StopAllMontags = StopAllMontags; Parms.PlayerAction = std::move(PlayerAction); Parms.BlendInTimeOverride = BlendInTimeOverride; Parms.InTimeToStartMontageAt = InTimeToStartMontageAt; UObject::ProcessEvent(Func, &Parms); if (DurationToEnd != nullptr) *DurationToEnd = Parms.DurationToEnd; if (Success != nullptr) *Success = Parms.Success; } // Function BP_CombatCharacter.BP_CombatCharacter_C.IsAlive // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::IsAlive(bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "IsAlive"); Params::BP_CombatCharacter_C_IsAlive Parms{}; UObject::ProcessEvent(Func, &Parms); if (Result != nullptr) *Result = Parms.Result; } // Function BP_CombatCharacter.BP_CombatCharacter_C.JumpToSection // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::JumpToSection(class FName SectionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "JumpToSection"); Params::BP_CombatCharacter_C_JumpToSection Parms{}; Parms.SectionName = SectionName; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnActivityChanged_StateManagerComp // (BlueprintCallable, BlueprintEvent) // Parameters: // E_Activity Activity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnActivityChanged_StateManagerComp"); Params::BP_CombatCharacter_C_OnActivityChanged_StateManagerComp Parms{}; Parms.Activity = Activity; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.OnValueChanged_Health // (BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash) // double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "OnValueChanged_Health"); Params::BP_CombatCharacter_C_OnValueChanged_Health Parms{}; Parms.Type = std::move(Type); Parms.OldValue = OldValue; Parms.NewValue = NewValue; Parms.MaxValue = MaxValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.Play Counter Attack // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Play_Counter_Attack(bool* Succeed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Play Counter Attack"); Params::BP_CombatCharacter_C_Play_Counter_Attack Parms{}; UObject::ProcessEvent(Func, &Parms); if (Succeed != nullptr) *Succeed = Parms.Succeed; } // Function BP_CombatCharacter.BP_CombatCharacter_C.Private_TakeDamage // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_HitData& EnemyHitData (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "Private_TakeDamage"); Params::BP_CombatCharacter_C_Private_TakeDamage Parms{}; Parms.EnemyHitData = std::move(EnemyHitData); Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); EnemyHitData = std::move(Parms.EnemyHitData); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveBeginPlay // (Event, Protected, BlueprintEvent) void ABP_CombatCharacter_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveDestroyed // (Event, Public, BlueprintEvent) void ABP_CombatCharacter_C::ReceiveDestroyed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveDestroyed"); UObject::ProcessEvent(Func, nullptr); } // Function BP_CombatCharacter.BP_CombatCharacter_C.ResetIdleState // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::ResetIdleState(double Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "ResetIdleState"); Params::BP_CombatCharacter_C_ResetIdleState Parms{}; Parms.Delay = Delay; UObject::ProcessEvent(Func, &Parms); } // Function BP_CombatCharacter.BP_CombatCharacter_C.TakeDamage // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // struct FF_HitData& Emery_HitData_Processed (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash) // const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference) // E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "TakeDamage"); Params::BP_CombatCharacter_C_TakeDamage Parms{}; Parms.Emery_HitData_Processed = std::move(Emery_HitData_Processed); Parms.HitResult = std::move(HitResult); UObject::ProcessEvent(Func, &Parms); Emery_HitData_Processed = std::move(Parms.Emery_HitData_Processed); if (ResultType != nullptr) *ResultType = Parms.ResultType; } // Function BP_CombatCharacter.BP_CombatCharacter_C.GetPlayerSpeed // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class UImplMovementSpeed_Player_C** PlayerSpeed (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void ABP_CombatCharacter_C::GetPlayerSpeed(class UImplMovementSpeed_Player_C** PlayerSpeed) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("BP_CombatCharacter_C", "GetPlayerSpeed"); Params::BP_CombatCharacter_C_GetPlayerSpeed Parms{}; UObject::ProcessEvent(Func, &Parms); if (PlayerSpeed != nullptr) *PlayerSpeed = Parms.PlayerSpeed; } }