Files
ReshadePluginsCore/ClairObscur/SDK/AC_jRPG_BattleManager_classes.hpp
2026-03-18 18:13:09 +01:00

596 lines
62 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AC_jRPG_BattleManager
#include "Basic.hpp"
#include "FBattleStartParams_structs.hpp"
#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
#include "ETeamMotivationLevelType_structs.hpp"
#include "S_BattleInitialState_structs.hpp"
#include "E_jRPG_ActionType_structs.hpp"
#include "FTeamMotivationData_structs.hpp"
#include "SandFall_structs.hpp"
#include "E_jRPG_EngageTypes_structs.hpp"
#include "S_BattleRewards_structs.hpp"
#include "FGlobalFeedback_structs.hpp"
#include "CoreUObject_structs.hpp"
#include "EFreeAimType_structs.hpp"
#include "FSoundEvent_structs.hpp"
#include "FBattleCharacterStoredState_structs.hpp"
#include "S_InteractiveMusicParameters_structs.hpp"
#include "E_GameDifficulty_structs.hpp"
#include "EDamageReason_structs.hpp"
#include "S_jRPG_PartySlot_structs.hpp"
#include "EBattleEndResult_structs.hpp"
#include "S_BattleCharacterFinalState_structs.hpp"
#include "E_jRPG_StatType_structs.hpp"
#include "E_jRPG_ItemType_structs.hpp"
#include "E_jRPG_FormationType_structs.hpp"
#include "ECharacterTeamSelector_structs.hpp"
#include "E_FreezeFrame_structs.hpp"
#include "EBattleTurnState_structs.hpp"
namespace SDK
{
// BlueprintGeneratedClass AC_jRPG_BattleManager.AC_jRPG_BattleManager_C
// 0x0AD8 (0x0B78 - 0x00A0)
class UAC_jRPG_BattleManager_C final : public UActorComponent
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x00A0(0x0008)(ZeroConstructor, Transient, DuplicateTransient)
bool IsBattleInitialized; // 0x00A8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ResumeBattleRequested; // 0x00A9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_AA[0x6]; // 0x00AA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter; // 0x00B0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class ABP_jRPG_Character_Battle_Base_C*> PlayerCharacters; // 0x00B8(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
TArray<class ABP_jRPG_Character_Battle_Base_C*> Enemies; // 0x00C8(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
double InitiativeNeededToTakeTurn; // 0x00D8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UWBP_HUD_GM_EndBattle_Panel_C* BattleEndScreenReference; // 0x00E0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
class UBP_jRPG_GI_Custom_C* GameInstanceReference; // 0x00E8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class UWBP_jRPG_BattleEndCharacterSlot_C*> BattleEndCharacterSlotsReference; // 0x00F0(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
TMap<int32, class ABP_jRPG_Character_Battle_Base_C*> EnemiesBySpotIndex; // 0x0100(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TArray<class ABP_jRPG_Character_Battle_Base_C*> DeadPlayerCharacters; // 0x0150(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
TArray<class ABP_jRPG_Character_Battle_Base_C*> DeadEnemies; // 0x0160(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
E_jRPG_ActionType SelectedAction; // 0x0170(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_171[0x3]; // 0x0171(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class FName SelectedSecondaryAction; // 0x0174(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_17C[0x4]; // 0x017C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class ABP_jRPG_Character_Battle_Base_C*> NextCharacterTurns; // 0x0180(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
class FName EncounterName; // 0x0190(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TArray<TScriptInterface<class IBPI_BattleListener_C>> BattleListeners; // 0x0198(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
class USoundBase* VictorySong; // 0x01A8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
double TeamMotivationValue; // 0x01B0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
struct FFTeamMotivationData TeamMotivationData; // 0x01B8(0x0014)(Edit, BlueprintVisible, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_1CC[0x4]; // 0x01CC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class APawn* OldControlledPawn; // 0x01D0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
bool OnlySpawnHeroesAtNextBattleStart; // 0x01D8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool OnlySpawnEnemiesAtNextBattleStart; // 0x01D9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_1DA[0x6]; // 0x01DA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(bool Victory)> OnBattleFinished; // 0x01E0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool HasSpawnedHeroes; // 0x01F0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasSpawnedEnemies; // 0x01F1(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_1F2[0x6]; // 0x01F2(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class ABP_jRPG_Character_Battle_Base_C*> DefendingHeroes; // 0x01F8(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
TArray<class ABP_jRPG_Character_Battle_Base_C*> PreviousDefendingHeroes; // 0x0208(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
class UBP_BattleFeedbackState_C* SuccessfulDodgeFeedback; // 0x0218(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UBP_BattleFeedbackState_C* SuccessfulParryFeedback; // 0x0220(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UBP_BattleFeedbackState_C* SuccessfulDefendFeedback; // 0x0228(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
struct FFGlobalFeedback DefendSuccessFeedback; // 0x0230(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FFGlobalFeedback DodgeSuccessFeedback; // 0x0248(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FFGlobalFeedback ParrySuccessFeedback; // 0x0260(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
int32 DEBUG_ComboAutoSuccessCount; // 0x0278(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_27C[0x4]; // 0x027C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
struct FFGlobalFeedback SkillComboQTE_SuccessFeedback; // 0x0280(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FFGlobalFeedback SkillComboQTE_FailFeedback; // 0x0298(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
bool FEATURE_UseNewBattleUI; // 0x02B0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, Deprecated, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool DEBUG_OverlayInfo; // 0x02B1(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_2B2[0x6]; // 0x02B2(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
class UWBP_HUD_BattleScreen_C* BattleScreenWidget; // 0x02B8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
bool WantedDefense; // 0x02C0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasActiveCounterAttack; // 0x02C1(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasActiveTurnEndEvent; // 0x02C2(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_2C3[0x5]; // 0x02C3(0x0005)(Fixing Size After Last Property [ Dumper-7 ])
class ABP_jRPG_Character_Battle_Base_C* CurrentHoveredCharacter; // 0x02C8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
bool FEATURE_UseBattleChecks; // 0x02D0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_2D1[0x7]; // 0x02D1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class ABP_BattleMap_C* BattleMapBP; // 0x02D8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
struct FFGlobalFeedback APRecoverFeedback; // 0x02E0(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FFGlobalFeedback APConsumedFeedback; // 0x02F8(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
bool Play_Battle_Camera_Intro_; // 0x0310(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool CanAddTurnEndEvent; // 0x0311(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_312[0x6]; // 0x0312(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
class UBP_DependencyRefCounter_C* TurnStartNotifyDependencies; // 0x0318(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
int32 TurnStartNextPhase; // 0x0320(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_324[0x4]; // 0x0324(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<TScriptInterface<class IBPI_BattleListener_C>> TurnStartBattleListenersToProcess; // 0x0328(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* Character)> OnTurnStart; // 0x0338(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
struct FSoundEventDataTableRowHandle SoundEvent_TargetChange_Enemy; // 0x0348(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_TargetChange_Ally; // 0x0358(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_Skill_TargetEnemy_Start; // 0x0368(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_Skill_TargetAlly_Start; // 0x0378(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_Item_TargetAlly_Start; // 0x0388(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_Item_TargetEnemy_Start; // 0x0398(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_TurnStart_Ally; // 0x03A8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_TurnStart_Enemy; // 0x03B8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_BattleStart; // 0x03C8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, NoDestructor)
int32 TurnCount; // 0x03D8(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_3DC[0x4]; // 0x03DC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void()> OnBattleReadyToStart; // 0x03E0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class ABP_jRPG_Character_Battle_Base_C* CurrentHoveredCharacterFreeAim; // 0x03F0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
struct FVector LastMouseHitLocation; // 0x03F8(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void()> OnBattleFlee; // 0x0410(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool BlockAllDefensiveMoves; // 0x0420(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool DisableCriticalHit; // 0x0421(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_422[0x6]; // 0x0422(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* CharStats)> OnEnemyKilledEvent; // 0x0428(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* CharacterResurected)> OnResurected; // 0x0438(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool UseDiegeticQTE; // 0x0448(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_449[0x7]; // 0x0449(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)> OnParrySuccessful; // 0x0450(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)> OnDodgeSuccessful; // 0x0460(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)> OnDefendSuccessful; // 0x0470(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
struct FSoundEventDataTableRowHandle SoundEvent_DodgeTriggered; // 0x0480(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
struct FSoundEventDataTableRowHandle SoundEvent_ParryTriggered; // 0x0490(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
TArray<class UBP_PDT_GameAction_C*> GameActionsAfterBattle; // 0x04A0(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
TArray<class ABP_jRPG_Character_Battle_Base_C*> AllPlayerCharactersBySpotIndex; // 0x04B0(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
bool CurrentTurn_CanChooseAction; // 0x04C0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_4C1[0x7]; // 0x04C1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FFBattleStartParams CurrentBattleStartParams; // 0x04C8(0x0158)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference, HasGetValueTypeHash)
bool WasLastBattleLost; // 0x0620(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, Deprecated, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_621[0x7]; // 0x0621(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FFSoundEvent SD_BattleStarts; // 0x0628(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FFSoundEvent SD_FirstStrike; // 0x0630(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
TArray<class ABP_jRPG_Character_Battle_Base_C*> AllEnemyCharactersBySpotIndex; // 0x0638(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
struct FFSoundEvent SD_GameOverMusic; // 0x0648(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
struct FSoundEventDataTableRowHandle SoundEvent_GradientCounterTriggered; // 0x0650(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
bool WasCurrentSkillInterrupted; // 0x0660(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_661[0x7]; // 0x0661(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class ABP_jRPG_Character_Battle_Base_C*> WaitingForCharactersToDashBack; // 0x0668(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
TMap<struct FGuid, struct FFBattleCharacterStoredState> KickedCharacters; // 0x0678(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
struct FSF_ReferenceCounter BattleEndBlockerRefCount; // 0x06C8(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(class ABP_jRPG_Character_Battle_Base_C* Character)> OnCharacterKilled; // 0x06E8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class ABP_jRPG_Character_Battle_Base_C* DEBUG_RandomHeroAcquireOverride; // 0x06F8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UBP_DependencyRefCounter_C* BattleStartNotifyDependencies; // 0x0700(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class ABP_jRPG_Character_Battle_Base_C*> BattleStartEvents_CharactersToProcess; // 0x0708(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
struct FSF_ReferenceCounterHandle DataLayerRequestReference; // 0x0718(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
class UBP_LastStandSystem_C* LastStandSystem; // 0x0738(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class UAC_jRPG_CharacterBattleStats_C*> CurrentCharacterStack; // 0x0740(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, ContainsInstancedReference)
class ABP_jRPG_Character_Battle_Base_C* CurrentTurnCharacter; // 0x0750(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMap<int32, class FName> CurrentBattleEnemies; // 0x0758(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
bool FleeImpossible; // 0x07A8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasBattleStartedEndFlow; // 0x07A9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, Deprecated, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_7AA[0x2]; // 0x07AA(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
int32 CurrentBattleEncounterLevel; // 0x07AC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
struct FS_BattleRewards LastReceivedBattleRewards; // 0x07B0(0x0018)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, ContainsInstancedReference, HasGetValueTypeHash)
class UBP_BattleSummaryStatsManager_C* BattleSummaryStatsManager; // 0x07C8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class UAC_jRPG_CharacterBattleStats_C*> PendingResurrects; // 0x07D0(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
bool IsProcessingKilledCharacter; // 0x07E0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasSentReserveTeam; // 0x07E1(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsWaitingForTurnEndBeforeGameOver; // 0x07E2(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_7E3[0x5]; // 0x07E3(0x0005)(Fixing Size After Last Property [ Dumper-7 ])
class UBP_GradientGaugeSystem_C* GradientGaugeSystem; // 0x07E8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMap<class FName, int32> CurrentBattleExtraLoot; // 0x07F0(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
class UBP_AudioControlSystem_Battle_C* BattleAudioControlSystem; // 0x0840(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(class UBP_BattleDamages_C* BattleDamage)> OnCharacterReceivedDamage; // 0x0848(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class UBP_BattleBuffComponent_C* BattleModifiersBuffComponent; // 0x0858(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<struct FS_jRPG_PartySlot> BattleParty; // 0x0860(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
class UWBP_jRPG_GameOverScreen_C* GameOverScreenWidget; // 0x0870(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
class UWBP_BattleTransition_C* BattleTransitionWidget; // 0x0878(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void()> OnStartedTargeting; // 0x0880(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class ABP_LGUI_UIContainer_BattleWheelRoot_C* LGUI_Actor_BattleWheels; // 0x0890(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
EDamageReason LastFatalDamageReceivedReason; // 0x0898(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_899[0x7]; // 0x0899(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMap<EDamageReason, struct FDataTableRowHandle> CameraFinisherMap; // 0x08A0(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* StunnedCharacterStat, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStat)> OnCharacterBreakStunned; // 0x08F0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
struct FSF_ModifierStackWrapper GlobalDodgeWindowModifierStack; // 0x0900(0x0008)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, ContainsInstancedReference)
struct FSF_ModifierStackWrapper GlobalParryWindowModifierStack; // 0x0908(0x0008)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, ContainsInstancedReference)
EBattleEndResult BattleEndState; // 0x0910(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool Deactivate_Battle_EndCameraMovement; // 0x0911(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_912[0x6]; // 0x0912(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* CharacterStats)> OnEnemySpawned; // 0x0918(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class ABP_jRPG_Character_Battle_Base_C* DummyMiddleCharacter; // 0x0928(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class ABP_jRPG_Character_Battle_Base_C*> AliveCharactersAtTurnStart; // 0x0930(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
struct FDataTableRowHandle SoundEventSlowMo; // 0x0940(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor)
TArray<class UAC_jRPG_CharacterBattleStats_C*> CurrentlyCounteringCharacters; // 0x0950(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
class ABP_jRPG_Character_Battle_Base_C* CurrentCounteredCharacter; // 0x0960(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(class UBP_BattleHeal_C* HealObject)> OnCharacterHealSuccessful; // 0x0968(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* TargetCharacter, int32 NewPoints, int32 PreviousPoints)> OnShieldPointsIncreased; // 0x0978(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UBP_BattleEvent_APChange_C* APChange)> OnAPChanged; // 0x0988(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
E_GameDifficulty BattleDifficulty; // 0x0998(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_999[0x7]; // 0x0999(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
double NewVar; // 0x09A0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TArray<class UAC_jRPG_CharacterBattleStats_C*> ForcedNextCharactersQueue; // 0x09A8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
class USoundBase* LoadedBattleMusic; // 0x09B8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
bool DisableReactionBattleLines; // 0x09C0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool bIsSkipImpossible; // 0x09C1(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_9C2[0x6]; // 0x09C2(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(bool IsSkipImpossible)> OnSkipImpossibleChanged; // 0x09C8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class FString DebugLastFlowState; // 0x09D8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, HasGetValueTypeHash)
bool bIsNarrativeBattle; // 0x09E8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_9E9[0x7]; // 0x09E9(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
double Challenge_ForcedDamageLimit; // 0x09F0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double Challenge_EnemyHealthMultiplier; // 0x09F8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool bIsRetryableBattle; // 0x0A00(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_A01[0x7]; // 0x0A01(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMap<class FName, int32> BattleItemsCount; // 0x0A08(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<class FName, struct FS_BattleCharacterFinalState> CharacterFinalStates; // 0x0A58(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
bool IsFromBattleRestart; // 0x0AA8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_AA9[0x7]; // 0x0AA9(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FS_InteractiveMusicParameters InitialMusicParameters; // 0x0AB0(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TSoftObjectPtr<class ABP_LightingScenarioReference_C> InitialLightingScenario; // 0x0AC8(0x0028)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash)
struct FS_BattleInitialState BattleInitialState; // 0x0AF0(0x0040)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash)
struct FS_BattleInitialState BattleRestartState; // 0x0B30(0x0040)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash)
bool AbandonRequested; // 0x0B70(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
public:
void ActivateCharacterCamera();
void AdaptSpawnedCharacterLocation(const struct FVector& BaseLocation, const TArray<class AActor*>& ActorsToIgnore, struct FVector* GroundLocation);
void AddBattleModifierBuff(class UBP_BattleBuffInstance_C* BuffInstance, bool ForcePermanent);
void AddChallengeModifiers();
void AddDefenseSuccessFeedback();
void AddDodgeSuccessFeedback();
void AddExtraLootItem(const class FName ItemId, const int32 Quantity, const class FString& Reason);
void AddGlobalDodgeWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName);
void AddGlobalParryWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName);
void AddInitativeToAllCharacters();
void AddParrySuccessFeedback();
void AreAllKickedCharacterStateHandleValid(TArray<struct FGuid>& KickedCharacterHandle, bool* Success);
void BattleStart_ProcessNextCharacter_SkillSetup();
void BeginAOECounterAttack();
void BindEventOnBattleFinished(const TDelegate<void(bool Victory)>& Event);
bool CanAbandonBattle();
void CancelFreeAimFromUI();
void CanCharactersCounterAttackEnemySkill(class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter, TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters, bool* CanCounter);
void CanFleeCurrentFight(bool* FleeImpossible_0);
bool CanPlayReactionBattleLines();
bool CanResumeBattle();
bool CanRetryBattle();
bool CanSendReserveTeam();
void Challenge_ApplyEnemyStatChanges(const TMap<E_jRPG_StatType, double>& InStats, TMap<E_jRPG_StatType, double>* OutStats);
double Challenge_GetHeroesDamageLimitOverride();
void Challenge_SetEnemyHealthMutliplier(double Value);
void Challenge_SetHeroesDamageLimitOverride(double Value);
void ChangeBattleMap(TSoftObjectPtr<class ABP_BattleMap_C> BattleMapActor);
void ChangeTeamMotivation(double Delta, const class FText& ReasonText);
void CheckBattleEnd(bool* BattleHasEnded);
void CheckForGameOver();
void CleanUpAfterBattle();
void ClearBattleMap();
TArray<class UAC_jRPG_CharacterBattleStats_C*> ComputeCharactersForAOECounterAttack();
void ComputeExtraLootItems();
void ComputeFreeAim3rdPersonTargetLocation(bool DEBUG_ForShoot, bool* HasHitCharacter, class ABP_jRPG_Character_Battle_Base_C** CharacterBattle, struct FVector* HitLocation, struct FVector* StartLocation);
void ConsumeBattleItem(class FName ItemHardcodedName, int32 Amount);
void CreateBattleEndVictoryScreen(TArray<class UBP_CharacterData_C*>& AllCharacterData);
void CreateBattleInterface();
void DeactivateAllBattleCBM();
void DEBUG_CVarChange_BattleLine_SkipRoll(bool NewValue);
bool DEBUG_FindPlayerCharacterByName(const class FString& Name_0, class UAC_jRPG_CharacterBattleStats_C** AC_jRPG_CharacterStats);
void DEBUG_GetBattleBuffClassByName(const class FString& _className, TSubclassOf<class UBP_BattleBuffInstance_C>* BattleBuffInstanceClass);
void Debug_PrintCharacterTurns(class FText* debugStr);
void Debug_PrintToCategory();
void Disable_Targeting_and_Input();
void DisableFreeAimControls();
void DispatchEnemiesAlongSpline();
void EnableFreeAimControls(EFreeAimType FreeAimType);
void End_Character_Turn(double UsedInitiative);
void EndAOECounterAttack();
void EventBattleStart();
void ExecuteUbergraph_AC_jRPG_BattleManager(int32 EntryPoint);
void FeedbackSuccessfulDefend(class UBP_BattleFeedbackState_C* DefendInfo);
void FeedbackSuccessfulDodge(class UBP_BattleFeedbackState_C* DodgeInfo);
void FeedbackSuccessfulParry(class UBP_BattleFeedbackState_C* ParryInfo);
void FindActiveSkillSequenceBP(class ABP_EpicBattleSequenceActor_C** EpicSequenceBP);
void FindBattleItemCount(class FName ItemHardcodedName, int32* Quantity);
void FindBattleModifierBuffByClass(class UClass* BuffClass, TArray<class UBP_BattleBuffInstanceWrapper_C*>* ActiveBuffInstanceWrappers);
void FindCharacterAtBattleSpot(ECharacterTeamSelector Team, int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character);
void FindCharacterStatsBattleActor(class UAC_jRPG_CharacterBattleStats_C* CharacterStats, class ABP_jRPG_Character_Battle_Base_C** BattleCharacterActor);
void ForceBattleEnd(EBattleEndResult BattleEndResult);
class UBP_GameDirectorComponent_C* Get_Game_Director_Component();
void GetActiveCharacter(class ABP_jRPG_Character_Battle_Base_C** CurrentCharacter_0);
TArray<class ABP_jRPG_Character_Battle_Base_C*> GetAliveEnemies();
void GetAllActiveBattleBuffComponents(TArray<class UBP_BattleBuffComponent_C*>* Array);
void GetAllAliveCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters);
void GetAllAllyCharacters_SortedBySpotIndex(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters);
void GetAllCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters);
void GetAllEnemyCharacters_SortedBySpotIndex(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllEnemies);
void GetAllItemsUsableInBattle(TArray<struct FS_jRPG_Item_DynamicData>* UsableItem);
void GetAllPlayerCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters);
void GetAssetsToLoadForBattle(TArray<TSoftClassPtr<class UClass>>* ClassesToLoad);
EBattleEndResult GetBattleEndState();
void GetBattleItemSkills(TArray<class UBP_DataAsset_Skill_C*>* ItemSkills);
void GetBattleItemSkillsScriptClasses(TArray<TSoftClassPtr<class UClass>>* ItemSkillScriptSoftClasses);
void GetCharacterAssetDependencies(class FName CharacterId, TArray<TSoftClassPtr<class UClass>>& OutClasses);
void GetCharacterData(class FName CharacterId, class UBP_CharacterData_C** CharacterData);
double GetCharacterRadiusForPlacement(class ACharacter* Character);
void GetCharactersState(TArray<class ABP_jRPG_Character_Battle_Base_C*>& Characters, TArray<double>* CharactersInitiative, TArray<bool>* CharactersEngagementBonus);
void GetCharactersWithFormation(TArray<class ABP_jRPG_Character_Battle_Base_C*>& CharactersArray, E_jRPG_FormationType DesiredFormation, TArray<class ABP_jRPG_Character_Battle_Base_C*>* Result);
void GetCharacterWithMaxInitiative(bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn);
void GetCharacterWithMaxInitiativeSimulate(TArray<class ABP_jRPG_Character_Battle_Base_C*>& Characters, TArray<double>& CharactersInitiative, TArray<bool>& HasEngagementBonus, int32 SimulationStep, bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn);
E_GameDifficulty GetCurrentBattleDifficulty();
TArray<class UAC_jRPG_CharacterBattleStats_C*> GetCurrentlyCounteringCharacters();
void GetCurrentlyTargetingSkillState(class UBP_SkillState_C** SkillState);
class ABP_jRPG_Character_Battle_Base_C* GetDummyMiddleCharacter();
void GetEquippedCharacterGradientAttacks(class ABP_jRPG_Character_Battle_Base_C* Character, TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills);
void GetEquippedCharacterSkills(class ABP_jRPG_Character_Battle_Base_C* Character, TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills);
TMap<class FName, int32> GetExtraLootItems();
TArray<class UAC_jRPG_CharacterBattleStats_C*> GetForcedNextCharacters();
void GetGlobalDodgeWindowModifier(class UModifierStack_Float** Stack);
void GetGlobalParryWindowModifier(class UModifierStack_Float** Stack);
void GetJRPGControllerWorld(class ABP_jRPG_Controller_World_C** JRPG_Controller);
void GetKickedCharacterStateFromHandle(struct FGuid& KickedCharacterHandle, bool* Success, struct FFBattleCharacterStoredState* CharacterState);
class ABP_LGUI_UIContainer_BattleWheelRoot_C* GetLGUIActor_BattleWheels();
void GetPlayerCharacterAtBattleSpot(int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character);
void GetProperBattleSpawnPointTransform(bool EnemySpot_, int32 SpotIndex, E_jRPG_FormationType FormationType, struct FTransform* BattleSpotTransform, E_jRPG_FormationType* BattleSpotFormationType);
class UAC_jRPG_TargetingManager_C* GetTargetingManager();
void GetTeamMotivationLevel(ETeamMotivationLevelType* LevelType, double* LevelProgress);
void GetTurnCount(int32* TurnCount_0);
void GetWorldEnemiesTransforms(TMap<class FName, struct FTransform>* EnemiesTransforms);
void GoBackToExploration();
bool HasBattleModifierBuffOfClass(class UClass* BuffClass);
void Helper_AddRolledLootToMap(TMap<class FName, struct FS_RolledLootEntry>& RolledLootMap, class FName ItemId, int32 Quantity, int32 GeneratedLootLevelOffset);
void Helper_TryAddRolledLootToMap(const TMap<class FName, struct FS_RolledLootEntry>& RolledBattleLootEntries, class FName ItemDefinitionID, int32 Quantity, int32 OffsetLootContext, const struct FS_LootContext& LootContext);
void HideBattleMenuTooltip();
void InitBattle();
void InitBattleItemCountsFromInventory();
void InitPlayerCharactersGear();
void Internal_MakePlayerCharacterDead(const class ABP_jRPG_Character_Battle_Base_C*& Character);
void Is_Attacking_Heroes(class ABP_jRPG_Enemy_Battle_Base_C* Enemy, bool* IsAttacking, TArray<class ABP_jRPG_Character_Battle_Base_C*>* TargetedHeroes);
bool IsAFullTeamDead();
bool IsBattleEnding();
bool IsGradientChargeUnlocked();
void IsKickedCharacterStateHandleValid(struct FGuid& KickedCharacterHandle, bool* Success);
bool IsLastStandActive();
bool IsNarrativeBattle();
void IsPlayerTeamCharacterBase(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, bool* IsPlayerTeam);
void IsPlayerTeamCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, bool* IsPlayerTeam);
bool IsPlayingFinisher();
void IsShowingTooltip(bool* IsShowingTooltip_0);
void IsSkipImpossible(bool* SkipImpossible);
void KickCharacterFromBattle_Internal(const class ABP_jRPG_Character_Battle_Base_C*& Character, struct FGuid* KickedCharacterHandle);
void LoadEncounterSettings();
void LoadParty();
void LoadRestartState(const struct FS_BattleInitialState& BattleInitialState_0);
void MoveCharactersBackToTheirSpots(class USF_BlueprintLatentAction* LatentAction, const class FString& DebugReason);
void On_Character_Has_Received_Damage(class UBP_BattleDamages_C* BattleDamages);
void OnAllBattleStartEventsTriggered();
void OnAllEnemiesKilled();
void OnAllEnemiesKilledInternal();
void OnAllHeroesKilled();
void OnAllLastStandsCompleted_Internal();
void OnBackupTeamLoaded();
void OnBattleDependenciesFullyLoaded();
void OnBattleEndBlockerLifted(bool _isActive);
void OnBattleEndVictory();
void OnBattleMapReady();
void OnCancelTargeting();
void OnCharacterActionFinished(class ABP_jRPG_Character_Battle_Base_C* Character);
void OnCharacterDashBackComplete(class ABP_jRPG_Character_Battle_Base_C* CharacterBase);
void OnCharacterDashBackCompleteComponent(class UAC_jRPG_CombatMovement_C* MovementComponent);
void OnCharacterLastStandEnded(class UAC_jRPG_CharacterBattleStats_C* CharacterStats);
void OnCharacterLastStandStarted(class UAC_jRPG_CharacterBattleStats_C* CharacterStats);
void OnCharacterReceivedDamages(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, double Damages, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats, class UBP_BattleDamages_C* BattleDamages);
void OnComboPressed();
void OnCounterAttackFinished();
void OnDataLayersActivated();
void OnDefendStart();
void OnDefendStop();
void OnDefendSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy);
void OnDodgeAction();
void OnDodgeSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy);
void OnEnemyKilled(class ABP_jRPG_Character_Battle_Base_C* Enemy);
void OnFinished_2D0A3697490DFAD752C11F89FD2218CA();
void OnFinished_3B9680914EC52C5987B913AB52568CD9();
void OnFinished_58BC12074BE00B90B5CACAAD8F0606F4();
void OnFinished_58BC12074BE00B90B5CACAAD978D45F2();
void OnFinished_58BC12074BE00B90B5CACAADC430CF2B();
void OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1();
void OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6();
void OnFinished_7574233641EBEE55E33399A458B6A201();
void OnFinished_81711B71411E4D69320D38B39A03F19F();
void OnFinished_846FEEF2465960CA826606AD5416E647();
void OnFinished_87FC6BA24FD98A8FD85B999AF19DF012();
void OnFinished_AA7B24BA438CCF872213CCB429A957E8();
void OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D();
void OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF();
void OnFinished_FDED7E8741285BACE8169884161F56D8();
void OnGameOverScreenClosed();
void OnGradientCounterAction();
void OnGradientCounterSuccess();
void OnJumpAction();
void OnJumpShot();
void OnLastStandDuringFreeAimFinishedFlow();
void OnLastStandFinished();
void OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82(class UObject* Loaded);
void OnParryAction();
void OnParrySuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy);
void OnPhotoModeEntered();
void OnPhotoModeExited();
void OnPlayerCharacterKilled(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter);
void OnPlayerCharacterResurrected(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter);
void OnPlayerCharacterTurnStart();
void OnPlayerTurnPreStart();
void OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C();
void OnReserveTeamResponse(bool ShouldSendReserve);
void OnRetryEncounterResponse(bool ShouldRetry);
void OnSelectFlee();
void OnSelectSkillMenu();
void OnSelectSkip();
void OnSkillSelectionClosed();
void OnStartTargeting();
void OnStopTargeting(bool WasPreTargeting);
void OnTargetChanged();
void OnTargetingUpdate();
void OnTurnEndEventBegin(class ABP_jRPG_Character_Battle_Base_C* Character);
void OnTurnEndEventEnd();
void OnTurnSkipped();
void OnVictoryScreenClosedFlow();
void PerformFlee();
void PerformLastStandFlow();
void PlayFreezeFrameInternal(class USF_BlueprintLatentAction* LatentAction, float TimeDilation, float GameDuration);
void PrepareForBackupTeam(TArray<class FName>* BackupTeam, TArray<TSoftClassPtr<class UClass>>* ClassesToLoad);
void PrepareForEncounterRestart();
void PreStopBattleSystems();
void ProcessAdditionalTurnEndEvent();
void ProcessLastStandEvents(class USF_BlueprintLatentAction* LatentAction);
void ProcessNextCharacterBattleStartEvent();
void ProcessNextCharacterTurnEnd();
void ProcessNextFeedback();
void ProcessNextPendingResurrect(class USF_BlueprintLatentAction* LatentAction);
void ProcessNextTurnStartListener();
void ProcessVictoryEndFlow();
void QueueForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats);
void ReceiveBattleExperience(int32 InputPin);
void ReceiveBattleRewards(struct FS_BattleRewards& BattleRewards);
void ReceiveBeginPlay();
void ReceiveEndPlay(EEndPlayReason EndPlayReason);
void ReceiveTick(float DeltaSeconds);
void RegisterBattleListener(const TScriptInterface<class IBPI_BattleListener_C>& NewListener);
void RegisterGameInstanceEvents();
void RegisterPauseIMC(bool Enabled);
void RegisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats);
void ReintegrateCharacterToBattle(struct FGuid& KickedCharacterHandle, class ABP_jRPG_Character_Battle_Base_C** RespawnedCharacter);
void RemoveBattleScreenHUD();
void RemoveGlobalDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle);
void RemoveGlobalParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle);
void RemoveInvalidKickedCharacterStateHandles(TArray<struct FGuid>& KickedCharacterHandles);
void RequestActionExecution(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters);
void RequestRestartCurrentEncounter();
void ResetBattle();
void ResetGlobalTimeDilationForBattle();
void ResetInterceptions(class USF_BlueprintLatentAction* LatentAction);
void ResumeAudioFromBattle();
void ResumeBattle();
void ResumeBattleNew();
void ResumeExplorationSystems(bool BeforeRestart);
void RollBattleRewards(struct FS_BattleRewards* BattleRewards);
void Sandfall_AddAP(const class FString& Character, int32 Amount);
void Sandfall_ApplyBuffToAllEnemies(const class FString& BuffBPClass);
void Sandfall_ApplyBuffToAlly(const class FString& AllyName, const class FString& BuffBPClass);
void Sandfall_ApplyShieldToEnemies(int32 ShieldAmount);
void Sandfall_ChangePerfection(const class FString& CharacterId, int32 PerfectionChange);
void Sandfall_DamageCharacter_(const class FString& CharacterName);
void Sandfall_DamageEnemies(double Damages);
void Sandfall_HeroesIgnoreDamage(bool Ignore);
void Sandfall_KillAllEnemies();
void Sandfall_KillAllies();
void Sandfall_KillCharacter(const class FString& CharacterName);
void Sandfall_KillCharacterByObject(class UAC_jRPG_CharacterBattleStats_C* Target, class UAC_jRPG_CharacterBattleStats_C* Source);
void Sandfall_KillEnemy();
void Sandfall_ReproBurnDeath();
void Sandfall_SetAllAlliesAP(int32 Amount);
void Sandfall_SetAllAlliesHP(int32 HP);
void Sandfall_SetAllEnemiesHP(int32 NewHPValue);
void Sandfall_TestInterception();
void SelectAction(E_jRPG_ActionType ActionType);
void SelectSecondaryAction(class FName SelectedSecondaryAction_0);
void SetBattleInputEnabled(bool Enabled);
void SetBattleMapInternal(class ABP_BattleMap_C* BattleMapActor);
void SetCurrentCharacter(class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter_0);
void SetDebugFlowState(const class FString& StateName);
void SetDefenseState(bool WantedDefense_0);
void SetInputMappingContextEnabled(bool bIsEnabled, const class UInputMappingContext* MappingContext, int32 Priority);
void SetIsSkipImpossible(bool IsSkipImpossible);
void SetLastFatalDamageReceivedReason(EDamageReason LastDamageReceivedReason);
void SetupBattleMap();
bool ShouldQueueRevive();
bool ShouldUpdateCharacterDataWithFinalBattleState();
void ShowBattleMenuTooltip(const class FText& TooltipName, const class FText& TooltipDesc);
void ShowBattleTooltip(const class FText& ToolTipText, bool AutoFadeout);
void ShowReserveTeamGameOver();
void ShowSkillTooltip(const class FText& TooltipName, const class FText& TooltipDesc);
void Spawn_Player_Character(class UBP_CharacterData_C* CharacterData, int32 BattleSpotIndex, E_jRPG_FormationType FormationType, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter);
void SpawnAllCharacters();
void SpawnBackupTeam();
void SpawnBattleSequence(class ULevelSequence* LevelSequence, class ABP_jRPG_Character_Battle_Base_C* SourceCharacter, TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetCharacters, bool SnapOnTarget, bool UseTargetAsOrigin, bool UseTargetOrientation, bool LookAtTarget, bool LookAtAttacker, bool DisableSequenceSnapping, class ABP_EpicBattleSequenceActor_C** EpicSequence, struct FTransform* AttackerFirstPosition);
void SpawnCharacterFromStoredState(const struct FFBattleCharacterStoredState& StoredState, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter);
void SpawnEnemies();
void SpawnEnemyOnSpot(int32 BattleSpotIndex, class FName CharacterHardcodedName, bool NotifyBattleStart, class ABP_jRPG_Character_Battle_Base_C** SpawnedEnemy, struct FVector* EnemySpawnedLocation);
void SpawnExtraPlayerCharacter(class UBP_CharacterData_C* CharacterData);
void SpawnOnlyRequestedTeam();
void SpawnPlayerCharactersFromParty();
class ABP_jRPG_Character_Battle_Base_C* SpawnPuppetCharacter(class UClass* CharacterBPClass, class UAC_jRPG_CharacterBattleStats_C* PuppetedBy, double Scale);
void StartAudioForBattle(class USF_BlueprintLatentAction* LatentAction);
void StartBattle(E_jRPG_EngageTypes EngageType);
void StartBattleEndFlow(EBattleEndResult BattleEndResult);
void StartBattleNEW(const struct FFBattleStartParams& BattleStartParams);
void StartBattleTransition(class USF_BlueprintLatentAction* TransitionIntroLatentAction);
void StartCharacterTurn(class ABP_jRPG_Character_Battle_Base_C* Character);
void StartCharacterTurn_Phase2();
void StartCounterAttackInternal(class ABP_jRPG_Character_Battle_Base_C* Source, class ABP_jRPG_Character_Battle_Base_C* Target);
void StartFreeAimFromUI();
void StartFreezeFrame(E_FreezeFrame FreezeFrameType, class USF_BlueprintLatentAction** LatentAction);
void StartPlayerTurnChoice();
void StartPreloadingBattleDependencies();
void StopBattleSystems();
void StoreAllCharacterFinalStates();
void StoreCharacterFinalState(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle);
void SwitchCamera(class FName PathID, bool RandomStartDistance, bool Loop, bool UpdatePathLocation);
void TODO_STARTBATTLE();
void TriggerAbandonBattle();
void TriggerBattleStartEvents(class USF_BlueprintLatentAction* LatentAction);
void TriggerBattleStartEventsForCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>& CharactersToProcess, class USF_BlueprintLatentAction* LatentAction);
void TriggerBattleStartEventsInstant();
void TriggerPostBattleEvents();
void TriggerSkill(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters, class UAC_jRPG_CharacterBattleStats_C* Source, class UClass* SkillClass);
void TriggerSkillCounter(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, class UAC_jRPG_CharacterBattleStats_C* CounteringCharacterStats, class UClass* Skill);
void TryCounterAttack(class UBP_BattleFeedbackState_C* ParryState);
void TryFlushBattleStateToGameState();
void TryForceUnregisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharStats);
void TryGetInterceptingCharacter(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacterStats, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacterStats, class UAC_jRPG_CharacterBattleStats_C** CharacterStats);
void TryGetTargetedAllies(bool* Valid, TArray<class ABP_jRPG_Character_Battle_Base_C*>* TargetedHeroes);
void TryGradientCounterAttack(class UBP_BattleFeedbackState_C* ParryState);
void TryLastStand(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, EDamageReason DeathReason, bool* HasLastStand);
void TryNotifyChallenges();
void TryProcessPendingBattleEnd();
void TryRemoveQueuedForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats);
void TryResumeBattle();
void TryStealConsumableFromPlayer(class UAC_jRPG_CharacterBattleStats_C* Thief, const struct FDataTableRowHandle& ConsumableDataRow, int32 Quantity, int32* RemovedQuantity);
void UnbindEventOnBattleFinished(const TDelegate<void(bool Victory)>& Event);
void UnlockNoDamageBossAchievement();
void UnregisterBattleListener(const TScriptInterface<class IBPI_BattleListener_C>& Item);
void UnregisterGameInstanceEvents();
void UnspawnEnemies();
void UnspawnPlayerCharacters();
void UpdateBattleEndVictoryScreen(TArray<class UAC_jRPG_CharacterBattleStats_C*>& CharacterBattleStats, struct FS_BattleRewards& BattleRewards);
void UpdateBattleTurns();
void UpdateCharacterNextTurns();
void UpdateDefend(const class FText& DebugReason);
void UpdateDefenseControls();
void UpdateDummyMiddleCharacterLocation();
void UpdateFreeAimHover();
void UpdateMouseTargeting();
bool Was_Battle_No_Damage();
void CheckIfAlreadyLootedItem(TArray<struct FS_jRPG_Item_DynamicData>& LootedItems, class FName ItemHardcodedName, bool* AlreadyLooted_, int32* SlotIndex) const;
void ConcatActors(TArray<class AActor*>& Actors, class FText* Result) const;
void GetQTEManager(class UBP_QTEManager_C** QTEManager) const;
public:
static class UClass* StaticClass()
{
BP_STATIC_CLASS_IMPL("AC_jRPG_BattleManager_C")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AC_jRPG_BattleManager_C")
}
static class UAC_jRPG_BattleManager_C* GetDefaultObj()
{
return GetDefaultObjImpl<UAC_jRPG_BattleManager_C>();
}
};
DUMPER7_ASSERTS_UAC_jRPG_BattleManager_C;
}