Files
ReshadePluginsCore/WuchangFF/SDK/BP_CombatCharacter_functions.cpp
2026-03-12 15:00:32 +01:00

6612 lines
238 KiB
C++

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