#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Functions_BaseAIController #include "Basic.hpp" #include "DynamicCombatSystem_classes.hpp" namespace SDK { // BlueprintGeneratedClass Functions_BaseAIController.Functions_BaseAIController_C // 0x0000 (0x0420 - 0x0420) class AFunctions_BaseAIController_C : public ADSCAIController { public: void Get_My_Montages_for_AI(class UMontageManagerComponent_PlacedAI_C** Montage); void GetMyAIComp(class UAI_Component_C** AI_Comp); void GetMyAIQuery(class UAIQueryActionCollectorComponent_C** AIQueryActionCollectorComponent); void GetMyBehavior(class UBehaviorComponent_C** Behavior); void GetMyBendingComponent(class UPN_Bending_Component_C** PN_Bending_Component); void GetMyBowHandler(class UBowHandler_C** BowHandler); void GetMyBuffComp(class UBuffComponent_C** BuffComponent); void GetMyClothRebineComp(class UClothRebineComponent_C** ClothRebineComponent); void GetMyCollisionHandler(class UCollisionHandlerComponent_C** CollisionHandler); void GetMyDerivantComp(class UDerivantComponent_C** DerivantComponent); void GetMyDynamicLoader(class UPlugin_LevelSaver_C** DynamicLoaderPlugin); void GetMyEffects(class UEffectsComponent_C** EffectsComp); void GetMyFallenDamage(class UFallenDamageComponent_C** FallenDamageComponent); void GetMyFootDetection(class UFootDetectionComponent_C** FootDetectionComponent); void GetMyHealth(class UExtendedStatComponent_C** Health); void GetMyInteractiveWorldComponent(class UInteractiveWorldComponent_C** NewParam); void GetMyLevelNodeHandler_Actor(class ULevelNodeHandler_Actor_C** LevelNodeHandler_Actor); void GetMyLevelNodeHandler_ActorEvent(class ULevelNodeHandler_ActorEvent_C** LevelNodeHandler_ActorEvent); class UMagicComponent_C* GetMyMagicComponent(); void GetMyMontages(class UMontageManagerComponent_C** Montages); void GetMyParticleComp(class UParticleComponent_C** ParticleComponent); void GetMyParticleEffect(class UParticleEffectComponent_C** ParticleEffectComponent); void GetMyProperty(class UCharacterPropertyComponent_C** Property); void GetMyRotateComp(class URotatingComponent_C** RotateComp); void GetMySpeed(class UMovementSpeedComponent_C** Speed); void GetMyStamina(class UExtendedStatComponent_Stamina_C** Stamina); void GetMyStateManagerComp(class UStateManagerComponent_C** StateManagerComp); void GetMyStatsManager(class UStatsManagerComponent_C** StatsManagerComp); void GetMyToleranceComp(class UToleranceComponent_C** ToleranceComponent); void GetMyTrapComp(class UTrapComponent_C** TrapComp); void GetMyWeaponLoop(class UWeaponLoopComponent_C** WeaponLoopComponent); public: static class UClass* StaticClass() { BP_STATIC_CLASS_IMPL("Functions_BaseAIController_C") } static const class FName& StaticName() { STATIC_NAME_IMPL(L"Functions_BaseAIController_C") } static class AFunctions_BaseAIController_C* GetDefaultObj() { return GetDefaultObjImpl(); } }; DUMPER7_ASSERTS_AFunctions_BaseAIController_C; }