Files
ReshadePluginsCore/StyxBladesOfGreed/SDK/CyaAI_functions.cpp
2026-03-06 01:47:36 +01:00

2545 lines
99 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: CyaAI
#include "Basic.hpp"
#include "CyaAI_classes.hpp"
#include "CyaAI_parameters.hpp"
namespace SDK
{
// Function CyaAI.CyaAICharacterInterface.SetSpeed
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FCyaAISpeed& SpeedName (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAICharacterInterface::SetSpeed(const struct FCyaAISpeed& SpeedName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAICharacterInterface", "SetSpeed");
Params::CyaAICharacterInterface_SetSpeed Parms{};
Parms.SpeedName = std::move(SpeedName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAICharacterInterface.CanPlayPatrolAnimation
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class ACyaAIPatrolNode* PatrolNodeConcern (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ICyaAICharacterInterface::CanPlayPatrolAnimation(class ACyaAIPatrolNode* PatrolNodeConcern) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAICharacterInterface", "CanPlayPatrolAnimation");
Params::CyaAICharacterInterface_CanPlayPatrolAnimation Parms{};
Parms.PatrolNodeConcern = PatrolNodeConcern;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPatrolObjectInterface.GetPatrolSnapTransform
// (Native, Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform ICyaAIPatrolObjectInterface::GetPatrolSnapTransform(class ACyaAIPatrolNode* Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "GetPatrolSnapTransform");
Params::CyaAIPatrolObjectInterface_GetPatrolSnapTransform Parms{};
Parms.Node = Node;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPatrolObjectInterface.PatrolNodeAssigned
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAIPatrolObjectInterface::PatrolNodeAssigned(class ACyaAIPatrolNode* Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolNodeAssigned");
Params::CyaAIPatrolObjectInterface_PatrolNodeAssigned Parms{};
Parms.Node = Node;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolObjectInterface.PatrolNodeRemoved
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAIPatrolObjectInterface::PatrolNodeRemoved(class ACyaAIPatrolNode* Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolNodeRemoved");
Params::CyaAIPatrolObjectInterface_PatrolNodeRemoved Parms{};
Parms.Node = Node;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolObjectInterface.PatrolUserReady
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class ACyaCharacter* User (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAIPatrolObjectInterface::PatrolUserReady(class ACyaCharacter* User, class ACyaAIPatrolNode* Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "PatrolUserReady");
Params::CyaAIPatrolObjectInterface_PatrolUserReady Parms{};
Parms.User = User;
Parms.Node = Node;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolObjectInterface.SetPatrolNodeActive
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class ACyaAIPatrolNode* Node (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool bNewActive (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAIPatrolObjectInterface::SetPatrolNodeActive(class ACyaAIPatrolNode* Node, const bool bNewActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "SetPatrolNodeActive");
Params::CyaAIPatrolObjectInterface_SetPatrolNodeActive Parms{};
Parms.Node = Node;
Parms.bNewActive = bNewActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolObjectInterface.ShouldExecute
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const bool bUserCanPlayAnimation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ICyaAIPatrolObjectInterface::ShouldExecute(const bool bUserCanPlayAnimation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "ShouldExecute");
Params::CyaAIPatrolObjectInterface_ShouldExecute Parms{};
Parms.bUserCanPlayAnimation = bUserCanPlayAnimation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPatrolObjectInterface.ShouldSnapTransform
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ICyaAIPatrolObjectInterface::ShouldSnapTransform() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIPatrolObjectInterface", "ShouldSnapTransform");
Params::CyaAIPatrolObjectInterface_ShouldSnapTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIShouldTriggerInstantPerceptionShapeInterface.ShouldTriggerShape
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ICyaAIShouldTriggerInstantPerceptionShapeInterface::ShouldTriggerShape() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAIShouldTriggerInstantPerceptionShapeInterface", "ShouldTriggerShape");
Params::CyaAIShouldTriggerInstantPerceptionShapeInterface_ShouldTriggerShape Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAISightTagInterface.GetTagForSight
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class FName* OutTag (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAISightTagInterface::GetTagForSight(class FName* OutTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAISightTagInterface", "GetTagForSight");
Params::CyaAISightTagInterface_GetTagForSight Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutTag != nullptr)
*OutTag = Parms.OutTag;
}
// Function CyaAI.CyaAISightUserInterface.GetActorsToIgnoreForSightTrace
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>* ActorsToIgnore (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void ICyaAISightUserInterface::GetActorsToIgnoreForSightTrace(TArray<class AActor*>* ActorsToIgnore) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAISightUserInterface", "GetActorsToIgnoreForSightTrace");
Params::CyaAISightUserInterface_GetActorsToIgnoreForSightTrace Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (ActorsToIgnore != nullptr)
*ActorsToIgnore = std::move(Parms.ActorsToIgnore);
}
// Function CyaAI.CyaAISpeedFunctionLibrary.EqualEqual_AISpeed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FCyaAISpeed& A (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FCyaAISpeed& B (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAISpeedFunctionLibrary::EqualEqual_AISpeed(const struct FCyaAISpeed& A, const struct FCyaAISpeed& B)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAISpeedFunctionLibrary", "EqualEqual_AISpeed");
Params::CyaAISpeedFunctionLibrary_EqualEqual_AISpeed Parms{};
Parms.A = std::move(A);
Parms.B = std::move(B);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAITouchTagInterface.GetTagForTouching
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class FName* OutTag (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ICyaAITouchTagInterface::GetTagForTouching(class FName* OutTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("CyaAITouchTagInterface", "GetTagForTouching");
Params::CyaAITouchTagInterface_GetTagForTouching Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutTag != nullptr)
*OutTag = Parms.OutTag;
}
// Function CyaAI.CyaAIStateCondition.BP_Evaluate
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// const class ACyaAIController* Controller (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UCyaStateMachineReaderComponent*Reader (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAIStateCondition::BP_Evaluate(const class ACyaAIController* Controller, const class UCyaStateMachineReaderComponent* Reader) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIStateCondition", "BP_Evaluate");
Params::CyaAIStateCondition_BP_Evaluate Parms{};
Parms.Controller = Controller;
Parms.Reader = Reader;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIStateSheet.OnEnter
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// const class ACyaAIController* OwnerController (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class APawn* OwnerPawn (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIStateSheet::OnEnter(const class ACyaAIController* OwnerController, const class APawn* OwnerPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIStateSheet", "OnEnter");
Params::CyaAIStateSheet_OnEnter Parms{};
Parms.OwnerController = OwnerController;
Parms.OwnerPawn = OwnerPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIStateSheet.OnExit
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// const class ACyaAIController* OwnerController (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class APawn* OwnerPawn (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIStateSheet::OnExit(const class ACyaAIController* OwnerController, const class APawn* OwnerPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIStateSheet", "OnExit");
Params::CyaAIStateSheet_OnExit Parms{};
Parms.OwnerController = OwnerController;
Parms.OwnerPawn = OwnerPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAINoisyActor.OnHitOrBounced_BP
// (Event, Protected, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// const float ImpactStrength (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ACyaAINoisyActor::OnHitOrBounced_BP(const float ImpactStrength, class AActor* OtherActor, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINoisyActor", "OnHitOrBounced_BP");
Params::CyaAINoisyActor_OnHitOrBounced_BP Parms{};
Parms.ImpactStrength = ImpactStrength;
Parms.OtherActor = OtherActor;
Parms.NormalImpulse = std::move(NormalImpulse);
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAINoisyActor.OnHitOrBounced_Feedback_BP
// (Event, Protected, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ACyaAINoisyActor::OnHitOrBounced_Feedback_BP(class AActor* OtherActor, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINoisyActor", "OnHitOrBounced_Feedback_BP");
Params::CyaAINoisyActor_OnHitOrBounced_Feedback_BP Parms{};
Parms.OtherActor = OtherActor;
Parms.NormalImpulse = std::move(NormalImpulse);
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIPerceptibleComponent.GetPerceptionRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAIPerceptibleComponent::GetPerceptionRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptibleComponent", "GetPerceptionRatio");
Params::CyaAIPerceptibleComponent_GetPerceptionRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.AddGaugePausedState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EGaugePauseState State (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::AddGaugePausedState(EGaugePauseState State, class AActor* Target)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "AddGaugePausedState");
Params::CyaAIPerceptionGaugeComponent_AddGaugePausedState Parms{};
Parms.State = State;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.ClampPerceptionIntensityBetween
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float MinValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::ClampPerceptionIntensityBetween(float MinValue, float MaxValue, class AActor* PerceptionTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "ClampPerceptionIntensityBetween");
Params::CyaAIPerceptionGaugeComponent_ClampPerceptionIntensityBetween Parms{};
Parms.MinValue = MinValue;
Parms.MaxValue = MaxValue;
Parms.PerceptionTarget = PerceptionTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetActiveBufferDetection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAIPerceptionGaugeComponent::GetActiveBufferDetection(class AActor* Target)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetActiveBufferDetection");
Params::CyaAIPerceptionGaugeComponent_GetActiveBufferDetection Parms{};
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetMostRelevantStimulusForTarget
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus* OutStimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UCyaAISense> ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAIPerceptionGaugeComponent::GetMostRelevantStimulusForTarget(const class AActor* Target, struct FAIStimulus* OutStimulus, TSubclassOf<class UCyaAISense> ClassFilter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetMostRelevantStimulusForTarget");
Params::CyaAIPerceptionGaugeComponent_GetMostRelevantStimulusForTarget Parms{};
Parms.Target = Target;
Parms.ClassFilter = ClassFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutStimulus != nullptr)
*OutStimulus = std::move(Parms.OutStimulus);
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetStimulusSense
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FAIStimulus& Stimulus (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UCyaAISense> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UCyaAISense> UCyaAIPerceptionGaugeComponent::GetStimulusSense(const struct FAIStimulus& Stimulus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStimulusSense");
Params::CyaAIPerceptionGaugeComponent_GetStimulusSense Parms{};
Parms.Stimulus = std::move(Stimulus);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetStrongestPerceptionInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const bool bActiveStimulusOnly (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool bSenseEnemiesOnly (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UCyaAISense> ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float IntensityFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCyaAIPerceptionInfo ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)
struct FCyaAIPerceptionInfo UCyaAIPerceptionGaugeComponent::GetStrongestPerceptionInfo(const bool bActiveStimulusOnly, const bool bSenseEnemiesOnly, TSubclassOf<class UCyaAISense> ClassFilter, class AActor* PerceptionTarget, const float IntensityFilter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStrongestPerceptionInfo");
Params::CyaAIPerceptionGaugeComponent_GetStrongestPerceptionInfo Parms{};
Parms.bActiveStimulusOnly = bActiveStimulusOnly;
Parms.bSenseEnemiesOnly = bSenseEnemiesOnly;
Parms.ClassFilter = ClassFilter;
Parms.PerceptionTarget = PerceptionTarget;
Parms.IntensityFilter = IntensityFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.RemoveGaugePausedState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EGaugePauseState State (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::RemoveGaugePausedState(EGaugePauseState State, class AActor* Target)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "RemoveGaugePausedState");
Params::CyaAIPerceptionGaugeComponent_RemoveGaugePausedState Parms{};
Parms.State = State;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.ResetGauges
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::ResetGauges(class AActor* PerceptionTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "ResetGauges");
Params::CyaAIPerceptionGaugeComponent_ResetGauges Parms{};
Parms.PerceptionTarget = PerceptionTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.SetActiveBufferDetection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::SetActiveBufferDetection(class AActor* Target, bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "SetActiveBufferDetection");
Params::CyaAIPerceptionGaugeComponent_SetActiveBufferDetection Parms{};
Parms.Target = Target;
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.SetIconMaterialInstanceInfos
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture2D* IconTexture (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& Color (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::SetIconMaterialInstanceInfos(class UTexture2D* IconTexture, const struct FLinearColor& Color)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "SetIconMaterialInstanceInfos");
Params::CyaAIPerceptionGaugeComponent_SetIconMaterialInstanceInfos Parms{};
Parms.IconTexture = IconTexture;
Parms.Color = std::move(Color);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetListActorTargettedByGauges
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>* OutActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// const float IntensityFilter (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPerceptionGaugeComponent::GetListActorTargettedByGauges(TArray<class AActor*>* OutActors, const float IntensityFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetListActorTargettedByGauges");
Params::CyaAIPerceptionGaugeComponent_GetListActorTargettedByGauges Parms{};
Parms.IntensityFilter = IntensityFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutActors != nullptr)
*OutActors = std::move(Parms.OutActors);
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetMostRecentStimulusPerceiveAge
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UCyaAISense> ClassFilter (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAIPerceptionGaugeComponent::GetMostRecentStimulusPerceiveAge(TSubclassOf<class UCyaAISense> ClassFilter) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetMostRecentStimulusPerceiveAge");
Params::CyaAIPerceptionGaugeComponent_GetMostRecentStimulusPerceiveAge Parms{};
Parms.ClassFilter = ClassFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetPerceptionIntensity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* PerceptionTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAIPerceptionGaugeComponent::GetPerceptionIntensity(class AActor* PerceptionTarget) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetPerceptionIntensity");
Params::CyaAIPerceptionGaugeComponent_GetPerceptionIntensity Parms{};
Parms.PerceptionTarget = PerceptionTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPerceptionGaugeComponent.GetStrongestPerceptionIntensity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAIPerceptionGaugeComponent::GetStrongestPerceptionIntensity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPerceptionGaugeComponent", "GetStrongestPerceptionIntensity");
Params::CyaAIPerceptionGaugeComponent_GetStrongestPerceptionIntensity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIVisibleActor.BP_IsPerceiveBy
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FAIStimulus& Stimulus (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIVisibleActor::BP_IsPerceiveBy(class ACyaAIController* Controller, const struct FAIStimulus& Stimulus, float Strength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIVisibleActor", "BP_IsPerceiveBy");
Params::CyaAIVisibleActor_BP_IsPerceiveBy Parms{};
Parms.Controller = Controller;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIVisibleActor.SetAsPerceptible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIVisibleActor::SetAsPerceptible(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIVisibleActor", "SetAsPerceptible");
Params::CyaAIVisibleActor_SetAsPerceptible Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIVisibleActor.CanBeSeen_BP
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class AActor* ActorSeeing (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ACyaAIVisibleActor::CanBeSeen_BP(const class AActor* ActorSeeing) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIVisibleActor", "CanBeSeen_BP");
Params::CyaAIVisibleActor_CanBeSeen_BP Parms{};
Parms.ActorSeeing = ActorSeeing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIVisibleActor.ComputeSightFactor_BP
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ACyaAIVisibleActor::ComputeSightFactor_BP() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIVisibleActor", "ComputeSightFactor_BP");
Params::CyaAIVisibleActor_ComputeSightFactor_BP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAISense_Damage.ReportCyaDamageEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& EventLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAISense_Damage::ReportCyaDamageEvent(class UObject* WorldContextObject, class AActor* DamagedActor, class AActor* Instigator, float DamageAmount, const struct FVector& EventLocation, const struct FVector& HitLocation, class FName Tag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAISense_Damage", "ReportCyaDamageEvent");
Params::CyaAISense_Damage_ReportCyaDamageEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.DamagedActor = DamagedActor;
Parms.Instigator = Instigator;
Parms.DamageAmount = DamageAmount;
Parms.EventLocation = std::move(EventLocation);
Parms.HitLocation = std::move(HitLocation);
Parms.Tag = Tag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAISense_DamageDone.ReportDamageDoneEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* DamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DamageAmount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& EventLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAISense_DamageDone::ReportDamageDoneEvent(class UObject* WorldContextObject, class AActor* DamagedActor, class AActor* Instigator, float DamageAmount, const struct FVector& EventLocation, const struct FVector& HitLocation, class FName Tag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAISense_DamageDone", "ReportDamageDoneEvent");
Params::CyaAISense_DamageDone_ReportDamageDoneEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.DamagedActor = DamagedActor;
Parms.Instigator = Instigator;
Parms.DamageAmount = DamageAmount;
Parms.EventLocation = std::move(EventLocation);
Parms.HitLocation = std::move(HitLocation);
Parms.Tag = Tag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAISense_Hearing.ReportCyaNoiseEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NoiseLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UCyaAISoundEventConfig>SoundEventConfig (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAISense_Hearing::ReportCyaNoiseEvent(class UObject* WorldContextObject, const struct FVector& NoiseLocation, TSubclassOf<class UCyaAISoundEventConfig> SoundEventConfig, class AActor* Instigator, class FName Tag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAISense_Hearing", "ReportCyaNoiseEvent");
Params::CyaAISense_Hearing_ReportCyaNoiseEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.NoiseLocation = std::move(NoiseLocation);
Parms.SoundEventConfig = SoundEventConfig;
Parms.Instigator = Instigator;
Parms.Tag = Tag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaPerceptionShape.GetApertureAngle
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaPerceptionShape::GetApertureAngle() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaPerceptionShape", "GetApertureAngle");
Params::CyaPerceptionShape_GetApertureAngle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaPerceptionShape.GetMaxDistance
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaPerceptionShape::GetMaxDistance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaPerceptionShape", "GetMaxDistance");
Params::CyaPerceptionShape_GetMaxDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAISenseStrengthCombiner.GetStrength
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class UCyaPerceptionShape* Shape (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* Source (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAISenseStrengthCombiner::GetStrength(const class UCyaPerceptionShape* Shape, const class AActor* Source, const class AActor* Target) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAISenseStrengthCombiner", "GetStrength");
Params::CyaAISenseStrengthCombiner_GetStrength Parms{};
Parms.Shape = Shape;
Parms.Source = Source;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAISenseStrengthFunction.GetStrength
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const class UCyaPerceptionShape* Shape (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* Source (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* Target (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UCyaAISenseStrengthFunction::GetStrength(const class UCyaPerceptionShape* Shape, const class AActor* Source, const class AActor* Target) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAISenseStrengthFunction", "GetStrength");
Params::CyaAISenseStrengthFunction_GetStrength Parms{};
Parms.Shape = Shape;
Parms.Source = Source;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIJobBase.BP_OnStartJob
// (Event, Protected, BlueprintEvent)
// Parameters:
// class ACyaAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaCharacter* AICharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnStartJob(class ACyaAIController* AIController, class ACyaCharacter* AICharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnStartJob");
Params::CyaAIJobBase_BP_OnStartJob Parms{};
Parms.AIController = AIController;
Parms.AICharacter = AICharacter;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIJobBase.BP_OnStopJob
// (Event, Protected, BlueprintEvent)
// Parameters:
// class ACyaAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaCharacter* AICharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnStopJob(class ACyaAIController* AIController, class ACyaCharacter* AICharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnStopJob");
Params::CyaAIJobBase_BP_OnStopJob Parms{};
Parms.AIController = AIController;
Parms.AICharacter = AICharacter;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIJobBase.OnPerceiveNewThings
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::OnPerceiveNewThings(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveNewThings");
Params::CyaAIJobBase_OnPerceiveNewThings Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.OnPerceiveThingsEnded
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void UCyaAIJobBase::OnPerceiveThingsEnded(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsEnded");
Params::CyaAIJobBase_OnPerceiveThingsEnded Parms{};
Parms.AI = AI;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Stimulus != nullptr)
*Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.OnPerceiveThingsEndedDelayed
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void UCyaAIJobBase::OnPerceiveThingsEndedDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsEndedDelayed");
Params::CyaAIJobBase_OnPerceiveThingsEndedDelayed Parms{};
Parms.AI = AI;
Parms.Target = Target;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Stimulus != nullptr)
*Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.OnPerceiveThingsStartDelayed
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::OnPerceiveThingsStartDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "OnPerceiveThingsStartDelayed");
Params::CyaAIJobBase_OnPerceiveThingsStartDelayed Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.OnPerceptionIntensityUpdated
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::OnPerceptionIntensityUpdated(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "OnPerceptionIntensityUpdated");
Params::CyaAIJobBase_OnPerceptionIntensityUpdated Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.BP_OnPerceiveNewThings
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnPerceiveNewThings(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveNewThings");
Params::CyaAIJobBase_BP_OnPerceiveNewThings Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
UObject::ProcessEvent(Func, &Parms);
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsEnded
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnPerceiveThingsEnded(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsEnded");
Params::CyaAIJobBase_BP_OnPerceiveThingsEnded Parms{};
Parms.AI = AI;
Parms.Target = Target;
UObject::ProcessEvent(Func, &Parms);
if (Stimulus != nullptr)
*Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsEndedDelayed
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus* Stimulus (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnPerceiveThingsEndedDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus* Stimulus) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsEndedDelayed");
Params::CyaAIJobBase_BP_OnPerceiveThingsEndedDelayed Parms{};
Parms.AI = AI;
Parms.Target = Target;
UObject::ProcessEvent(Func, &Parms);
if (Stimulus != nullptr)
*Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.BP_OnPerceiveThingsStartDelayed
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnPerceiveThingsStartDelayed(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceiveThingsStartDelayed");
Params::CyaAIJobBase_BP_OnPerceiveThingsStartDelayed Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
UObject::ProcessEvent(Func, &Parms);
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIJobBase.BP_OnPerceptionIntensityUpdated
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class ACyaAIController* AI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Target (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAIStimulus& Stimulus (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float Strength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIJobBase::BP_OnPerceptionIntensityUpdated(class ACyaAIController* AI, class AActor* Target, struct FAIStimulus& Stimulus, float Strength) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIJobBase", "BP_OnPerceptionIntensityUpdated");
Params::CyaAIJobBase_BP_OnPerceptionIntensityUpdated Parms{};
Parms.AI = AI;
Parms.Target = Target;
Parms.Stimulus = std::move(Stimulus);
Parms.Strength = Strength;
UObject::ProcessEvent(Func, &Parms);
Stimulus = std::move(Parms.Stimulus);
}
// Function CyaAI.CyaAIController.ApplySensesConfigSheet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UCyaAISenseConfigSheet>SenseConfigSheet (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIController::ApplySensesConfigSheet(TSubclassOf<class UCyaAISenseConfigSheet> SenseConfigSheet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "ApplySensesConfigSheet");
Params::CyaAIController_ApplySensesConfigSheet Parms{};
Parms.SenseConfigSheet = SenseConfigSheet;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.CopyPerceptionFrom
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ACyaAIController* SourceController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool bOnlyIfLower (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ACyaAIController::CopyPerceptionFrom(class ACyaAIController* SourceController, const bool bOnlyIfLower)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "CopyPerceptionFrom");
Params::CyaAIController_CopyPerceptionFrom Parms{};
Parms.SourceController = SourceController;
Parms.bOnlyIfLower = bOnlyIfLower;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIController.RestartJob
// (Final, Native, Public, BlueprintCallable)
void ACyaAIController::RestartJob()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "RestartJob");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.SetAvailableForNewJob
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIController::SetAvailableForNewJob(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "SetAvailableForNewJob");
Params::CyaAIController_SetAvailableForNewJob Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.SetDetectionEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIController::SetDetectionEnabled(bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "SetDetectionEnabled");
Params::CyaAIController_SetDetectionEnabled Parms{};
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.StartJob
// (Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UCyaAIJobBase> NewJob (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIController::StartJob(TSubclassOf<class UCyaAIJobBase> NewJob)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "StartJob");
Params::CyaAIController_StartJob Parms{};
Parms.NewJob = NewJob;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.StopCurrentJob
// (Final, Native, Public, BlueprintCallable)
void ACyaAIController::StopCurrentJob()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "StopCurrentJob");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIController.CanTakeNewJob
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ACyaAIController::CanTakeNewJob() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "CanTakeNewJob");
Params::CyaAIController_CanTakeNewJob Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIController.GetCurrentSensesConfigSheet
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UCyaAISenseConfigSheet* ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const class UCyaAISenseConfigSheet* ACyaAIController::GetCurrentSensesConfigSheet() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "GetCurrentSensesConfigSheet");
Params::CyaAIController_GetCurrentSensesConfigSheet Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIController.GetPerceptionGaugeCasted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UCyaAIPerceptionGaugeComponent>PerceptionGaugeType (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCyaAIPerceptionGaugeComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UCyaAIPerceptionGaugeComponent* ACyaAIController::GetPerceptionGaugeCasted(TSubclassOf<class UCyaAIPerceptionGaugeComponent> PerceptionGaugeType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIController", "GetPerceptionGaugeCasted");
Params::CyaAIController_GetPerceptionGaugeCasted Parms{};
Parms.PerceptionGaugeType = PerceptionGaugeType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIDirector.OnAIEnterState_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UCyaAIStateSheet* State (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIDirector::OnAIEnterState_BP(class ACyaAIController* Controller, const class UCyaAIStateSheet* State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIDirector", "OnAIEnterState_BP");
Params::CyaAIDirector_OnAIEnterState_BP Parms{};
Parms.Controller = Controller;
Parms.State = State;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIDirector.OnAILeaveState_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UCyaAIStateSheet* State (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIDirector::OnAILeaveState_BP(class ACyaAIController* Controller, const class UCyaAIStateSheet* State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIDirector", "OnAILeaveState_BP");
Params::CyaAIDirector_OnAILeaveState_BP Parms{};
Parms.Controller = Controller;
Parms.State = State;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIDirector.ResetPerceptionOnAllAliveAI
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ObjectFilter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIDirector::ResetPerceptionOnAllAliveAI(class AActor* ObjectFilter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIDirector", "ResetPerceptionOnAllAliveAI");
Params::CyaAIDirector_ResetPerceptionOnAllAliveAI Parms{};
Parms.ObjectFilter = ObjectFilter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIDirector.SetDetectionEnabledOnAllAliveAIS
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIDirector::SetDetectionEnabledOnAllAliveAIS(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIDirector", "SetDetectionEnabledOnAllAliveAIS");
Params::CyaAIDirector_SetDetectionEnabledOnAllAliveAIS Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIDirector.CollectAndSortAIAround
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, Const)
// Parameters:
// const struct FVector& CollectOriginActor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& SortOriginLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ACyaCharacter*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ACyaCharacter*> ACyaAIDirector::CollectAndSortAIAround(const struct FVector& CollectOriginActor, const struct FVector& SortOriginLocation, float MaxDistance) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIDirector", "CollectAndSortAIAround");
Params::CyaAIDirector_CollectAndSortAIAround Parms{};
Parms.CollectOriginActor = std::move(CollectOriginActor);
Parms.SortOriginLocation = std::move(SortOriginLocation);
Parms.MaxDistance = MaxDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAISettings.GetSpeedList
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FCyaAIGabaritHandle& Gabarit (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FCyaAISpeedHandle ReturnValue (ConstParm, Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
const struct FCyaAISpeedHandle UCyaAISettings::GetSpeedList(const struct FCyaAIGabaritHandle& Gabarit) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAISettings", "GetSpeedList");
Params::CyaAISettings_GetSpeedList Parms{};
Parms.Gabarit = std::move(Gabarit);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIWorldSubsystem.GetAIDirector
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ACyaAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ACyaAIDirector* UCyaAIWorldSubsystem::GetAIDirector() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIWorldSubsystem", "GetAIDirector");
Params::CyaAIWorldSubsystem_GetAIDirector Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIWorldSubsystem.GetAIDirectorCasted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class ACyaAIDirector> DirectorType (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaAIDirector* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ACyaAIDirector* UCyaAIWorldSubsystem::GetAIDirectorCasted(TSubclassOf<class ACyaAIDirector> DirectorType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIWorldSubsystem", "GetAIDirectorCasted");
Params::CyaAIWorldSubsystem_GetAIDirectorCasted Parms{};
Parms.DirectorType = DirectorType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAINavArea.IsMovementFinished
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAINavArea::IsMovementFinished(class AAIController* Controller) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINavArea", "IsMovementFinished");
Params::CyaAINavArea_IsMovementFinished Parms{};
Parms.Controller = Controller;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAINavArea.OnEnteringArea
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& StartPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Endpoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAINavArea::OnEnteringArea(class AAIController* Controller, const struct FVector& StartPoint, const struct FVector& Endpoint) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINavArea", "OnEnteringArea");
Params::CyaAINavArea_OnEnteringArea Parms{};
Parms.Controller = Controller;
Parms.StartPoint = std::move(StartPoint);
Parms.Endpoint = std::move(Endpoint);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAINavArea.OnLeavingArea
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& StartPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Endpoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAINavArea::OnLeavingArea(class AAIController* Controller, const struct FVector& StartPoint, const struct FVector& Endpoint) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINavArea", "OnLeavingArea");
Params::CyaAINavArea_OnLeavingArea Parms{};
Parms.Controller = Controller;
Parms.StartPoint = std::move(StartPoint);
Parms.Endpoint = std::move(Endpoint);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAINavigationHelper.CyaAINavigationRaycast
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, Const)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector* outHitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& RayStart (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& RayEnd (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ZThreshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UNavigationQueryFilter>FilterClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController* Querier (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAINavigationHelper::CyaAINavigationRaycast(class UObject* WorldContextObject, struct FVector* outHitLocation, const struct FVector& RayStart, const struct FVector& RayEnd, float ZThreshold, TSubclassOf<class UNavigationQueryFilter> FilterClass, class AController* Querier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAINavigationHelper", "CyaAINavigationRaycast");
Params::CyaAINavigationHelper_CyaAINavigationRaycast Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.RayStart = std::move(RayStart);
Parms.RayEnd = std::move(RayEnd);
Parms.ZThreshold = ZThreshold;
Parms.FilterClass = FilterClass;
Parms.Querier = Querier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (outHitLocation != nullptr)
*outHitLocation = std::move(Parms.outHitLocation);
return Parms.ReturnValue;
}
// Function CyaAI.CyaAINavigationHelper.CyaAIProjectDownwardToNavigation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, Const)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector* OutLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& ExtentDownward (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AAIController* AICon (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCyaAINavigationHelper::CyaAIProjectDownwardToNavigation(class UObject* WorldContextObject, const struct FVector& Point, struct FVector* OutLocation, const struct FVector& ExtentDownward, const class AAIController* AICon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("CyaAINavigationHelper", "CyaAIProjectDownwardToNavigation");
Params::CyaAINavigationHelper_CyaAIProjectDownwardToNavigation Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Point = std::move(Point);
Parms.ExtentDownward = std::move(ExtentDownward);
Parms.AICon = AICon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutLocation != nullptr)
*OutLocation = std::move(Parms.OutLocation);
return Parms.ReturnValue;
}
// Function CyaAI.CyaAINavigationSystem.UpdateActorOctree
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAINavigationSystem::UpdateActorOctree(class AActor* Actor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINavigationSystem", "UpdateActorOctree");
Params::CyaAINavigationSystem_UpdateActorOctree Parms{};
Parms.Actor = Actor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAINavigationSystem.UpdateCompOctree
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent* Comp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAINavigationSystem::UpdateCompOctree(class UActorComponent* Comp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAINavigationSystem", "UpdateCompOctree");
Params::CyaAINavigationSystem_UpdateCompOctree Parms{};
Parms.Comp = Comp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPathFollowingComponent.SetBackTrackHistoryEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const bool bNewEnabled (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPathFollowingComponent::SetBackTrackHistoryEnabled(const bool bNewEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPathFollowingComponent", "SetBackTrackHistoryEnabled");
Params::CyaAIPathFollowingComponent_SetBackTrackHistoryEnabled Parms{};
Parms.bNewEnabled = bNewEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolFollowingComponent.AssignNewPatrolNode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSoftObjectPtr<class ACyaAIPatrolNode> NewPatrolNode (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCyaAIPatrolFollowingComponent::AssignNewPatrolNode(TSoftObjectPtr<class ACyaAIPatrolNode> NewPatrolNode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "AssignNewPatrolNode");
Params::CyaAIPatrolFollowingComponent_AssignNewPatrolNode Parms{};
Parms.NewPatrolNode = NewPatrolNode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolFollowingComponent.ResumeAfterLinkedObject
// (Final, Native, Public, BlueprintCallable)
void UCyaAIPatrolFollowingComponent::ResumeAfterLinkedObject()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "ResumeAfterLinkedObject");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolFollowingComponent.ResumePatrol
// (Native, Public, BlueprintCallable)
void UCyaAIPatrolFollowingComponent::ResumePatrol()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "ResumePatrol");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolFollowingComponent.StopPatrol
// (Native, Public, BlueprintCallable)
void UCyaAIPatrolFollowingComponent::StopPatrol()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolFollowingComponent", "StopPatrol");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolNode.BP_RefreshVisual
// (Event, Public, BlueprintEvent)
// Parameters:
// const bool bIsSelected (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIPatrolNode::BP_RefreshVisual(const bool bIsSelected)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolNode", "BP_RefreshVisual");
Params::CyaAIPatrolNode_BP_RefreshVisual Parms{};
Parms.bIsSelected = bIsSelected;
UObject::ProcessEvent(Func, &Parms);
}
// Function CyaAI.CyaAIPatrolNode.NavigationBuilt
// (Final, Native, Public)
// Parameters:
// class ANavigationData* NavData (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIPatrolNode::NavigationBuilt(class ANavigationData* NavData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolNode", "NavigationBuilt");
Params::CyaAIPatrolNode_NavigationBuilt Parms{};
Parms.NavData = NavData;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolNode.RemoveUser
// (Final, Native, Public)
// Parameters:
// class AActor* User (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIPatrolNode::RemoveUser(class AActor* User)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolNode", "RemoveUser");
Params::CyaAIPatrolNode_RemoveUser Parms{};
Parms.User = User;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolNodeCondition.GetNextNodeIndex
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// const class ACyaAIPatrolNode* PatrolNode (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UCyaAIPatrolNodeCondition::GetNextNodeIndex(const class ACyaAIPatrolNode* PatrolNode, class ACyaAIController* Controller)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolNodeCondition", "GetNextNodeIndex");
Params::CyaAIPatrolNodeCondition_GetNextNodeIndex Parms{};
Parms.PatrolNode = PatrolNode;
Parms.Controller = Controller;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPatrolNodeCondition.GetPreviousNodeIndex
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// const class ACyaAIPatrolNode* PatrolNode (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACyaAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UCyaAIPatrolNodeCondition::GetPreviousNodeIndex(const class ACyaAIPatrolNode* PatrolNode, class ACyaAIController* Controller)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolNodeCondition", "GetPreviousNodeIndex");
Params::CyaAIPatrolNodeCondition_GetPreviousNodeIndex Parms{};
Parms.PatrolNode = PatrolNode;
Parms.Controller = Controller;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CyaAI.CyaAIPatrolSynchronizer.ClearWaitingUser
// (Final, Native, Private, BlueprintCallable)
void ACyaAIPatrolSynchronizer::ClearWaitingUser()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolSynchronizer", "ClearWaitingUser");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function CyaAI.CyaAIPatrolSynchronizer.OnUsersSynchronized_BP
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const TArray<class ACyaCharacter*>& SyncCharacters (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const bool bSyncSuccess (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ACyaAIPatrolSynchronizer::OnUsersSynchronized_BP(const TArray<class ACyaCharacter*>& SyncCharacters, const bool bSyncSuccess)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CyaAIPatrolSynchronizer", "OnUsersSynchronized_BP");
Params::CyaAIPatrolSynchronizer_OnUsersSynchronized_BP Parms{};
Parms.SyncCharacters = std::move(SyncCharacters);
Parms.bSyncSuccess = bSyncSuccess;
UObject::ProcessEvent(Func, &Parms);
}
}