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

4558 lines
191 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AbstractCharacter
#include "Basic.hpp"
#include "AbstractCharacter_classes.hpp"
#include "AbstractCharacter_parameters.hpp"
namespace SDK
{
// Function AbstractCharacter.AbstractCharacter_C.ActiveRagdollEvent
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::ActiveRagdollEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ActiveRagdollEvent");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.AddForceToPhysBodyWhenOverlaped
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FHitResult& Hit (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
void AAbstractCharacter_C::AddForceToPhysBodyWhenOverlaped(const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "AddForceToPhysBodyWhenOverlaped");
Params::AbstractCharacter_C_AddForceToPhysBodyWhenOverlaped Parms{};
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.AddSpecialAccum
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& FirstEffect (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// double FirstParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::AddSpecialAccum(const struct FGameplayTag& FirstEffect, double FirstParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "AddSpecialAccum");
Params::AbstractCharacter_C_AddSpecialAccum Parms{};
Parms.FirstEffect = std::move(FirstEffect);
Parms.FirstParam = FirstParam;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.AdjustEffectDuration
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double NewDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::AdjustEffectDuration(E_EffectType Type, double NewDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "AdjustEffectDuration");
Params::AbstractCharacter_C_AdjustEffectDuration Parms{};
Parms.Type = Type;
Parms.NewDuration = NewDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.AnimationCallback
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void AAbstractCharacter_C::AnimationCallback(const class FString& EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "AnimationCallback");
Params::AbstractCharacter_C_AnimationCallback Parms{};
Parms.EventName = std::move(EventName);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.AnimationEvent
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName AnimationEvent_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::AnimationEvent(class FName AnimationEvent_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "AnimationEvent");
Params::AbstractCharacter_C_AnimationEvent Parms{};
Parms.AnimationEvent_0 = AnimationEvent_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Apply Effect
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_ApplyEffectMethod Method (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)
// bool* Applied (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Apply_Effect(E_EffectType Type, double Duration, class AActor* Applier, E_ApplyEffectMethod Method, int32 Arg0, const struct FVector& ImpactDirection, bool* Applied)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Apply Effect");
Params::AbstractCharacter_C_Apply_Effect Parms{};
Parms.Type = Type;
Parms.Duration = Duration;
Parms.Applier = Applier;
Parms.Method = Method;
Parms.Arg0 = Arg0;
Parms.ImpactDirection = std::move(ImpactDirection);
UObject::ProcessEvent(Func, &Parms);
if (Applied != nullptr)
*Applied = Parms.Applied;
}
// Function AbstractCharacter.AbstractCharacter_C.ApplyedEffectToOtherCharacter
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType Effect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AAbstractCharacter_C* ApplyedCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ApplyedEffectToOtherCharacter(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ApplyedEffectToOtherCharacter");
Params::AbstractCharacter_C_ApplyedEffectToOtherCharacter Parms{};
Parms.Effect = Effect;
Parms.ApplyedCharacter = ApplyedCharacter;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ApplyForceActingEffectBack
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result, bool ApplyFlyEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ApplyForceActingEffectBack");
Params::AbstractCharacter_C_ApplyForceActingEffectBack Parms{};
Parms.Attacker = Attacker;
Parms.Result = Result;
Parms.ApplyFlyEffect = ApplyFlyEffect;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ApplySpecialDamageData
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TMap<struct FGameplayTag, double>&PropsData (BlueprintVisible, BlueprintReadOnly, Parm)
// class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_AttackResult AttackResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ApplySpecialDamageData(const TMap<struct FGameplayTag, double>& PropsData, class AActor* HitTarget, E_AttackResult AttackResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ApplySpecialDamageData");
Params::AbstractCharacter_C_ApplySpecialDamageData Parms{};
Parms.PropsData = std::move(PropsData);
Parms.HitTarget = HitTarget;
Parms.AttackResult = AttackResult;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.BindEvents
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::BindEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "BindEvents");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature(class FName Key, bool IsDissolve)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature");
Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature Parms{};
Parms.Key = Key;
Parms.IsDissolve = IsDissolve;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ParameterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature(class FName Key, double Value, bool IsDissolve, class FName ParameterName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature");
Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature Parms{};
Parms.Key = Key;
Parms.Value = Value;
Parms.IsDissolve = IsDissolve;
Parms.ParameterName = ParameterName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class FName Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsDissolve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature(class FName Key, bool IsDissolve)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature");
Params::AbstractCharacter_C_BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature Parms{};
Parms.Key = Key;
Parms.IsDissolve = IsDissolve;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature
// (HasOutParams, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent* OverlappedComponent (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)
// int32 OtherBodyIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool bFromSweep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult& SweepResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
void AAbstractCharacter_C::BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature");
Params::AbstractCharacter_C_BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature Parms{};
Parms.OverlappedComponent = OverlappedComponent;
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.calculateWeaponBlockData
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::calculateWeaponBlockData(double* NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "calculateWeaponBlockData");
Params::AbstractCharacter_C_calculateWeaponBlockData Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = Parms.NewParam;
}
// Function AbstractCharacter.AbstractCharacter_C.Call_SponsorActingEffect
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Call_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Call_SponsorActingEffect");
Params::AbstractCharacter_C_Call_SponsorActingEffect Parms{};
Parms.SkillID = SkillID;
Parms.HitTarget = HitTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallAttackResult
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallAttackResult(E_AttackResult Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallAttackResult");
Params::AbstractCharacter_C_CallAttackResult Parms{};
Parms.Result = Result;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallBack_ApplyForceActingEffect
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallBack_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallBack_ApplyForceActingEffect");
Params::AbstractCharacter_C_CallBack_ApplyForceActingEffect Parms{};
Parms.VectimEffectType = VectimEffectType;
Parms.UsePairedAnimation = UsePairedAnimation;
Parms.AnimationStarter = AnimationStarter;
Parms.Attacker = Attacker;
Parms.ApplyFlyEffect = ApplyFlyEffect;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallBack_TakeDamage
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FSS_TakeDamage& NetworkDamageData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
void AAbstractCharacter_C::CallBack_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallBack_TakeDamage");
Params::AbstractCharacter_C_CallBack_TakeDamage Parms{};
Parms.Attacker = Attacker;
Parms.NetworkDamageData = std::move(NetworkDamageData);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_ApplyForceActingEffect
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_ApplyForceActingEffect");
Params::AbstractCharacter_C_CallClient_ApplyForceActingEffect Parms{};
Parms.VectimEffectType = VectimEffectType;
Parms.UsePairedAnimation = UsePairedAnimation;
Parms.AnimationStarter = AnimationStarter;
Parms.Attacker = Attacker;
Parms.ApplyFlyEffect = ApplyFlyEffect;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_ApplyForceActingEffectBack
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_ApplyForceActingEffectBack(bool Result, class AActor* HitTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_ApplyForceActingEffectBack");
Params::AbstractCharacter_C_CallClient_ApplyForceActingEffectBack Parms{};
Parms.Result = Result;
Parms.HitTarget = HitTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_BackDirectDamage
// (Net, NetReliable, HasOutParams, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FSS_TakeDamage& HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_BackDirectDamage(const struct FSS_TakeDamage& HitData, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_BackDirectDamage");
Params::AbstractCharacter_C_CallClient_BackDirectDamage Parms{};
Parms.HitData = std::move(HitData);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_GetMeDirectDamage
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_GetMeDirectDamage");
Params::AbstractCharacter_C_CallClient_GetMeDirectDamage Parms{};
Parms.HitTarget = HitTarget;
Parms.SkillID = std::move(SkillID);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_SponsorActingEffect
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_SponsorActingEffect");
Params::AbstractCharacter_C_CallClient_SponsorActingEffect Parms{};
Parms.SkillID = SkillID;
Parms.HitTarget = HitTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallClient_TakeDamage
// (Net, NetReliable, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash)
void AAbstractCharacter_C::CallClient_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallClient_TakeDamage");
Params::AbstractCharacter_C_CallClient_TakeDamage Parms{};
Parms.Attacker = Attacker;
Parms.NetworkDamageData = std::move(NetworkDamageData);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_ApplyForceActingEffect
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* HitCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_EffectType VectimEffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 UsePairedAnimation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* AnimationStarter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ApplyFlyEffect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_ApplyForceActingEffect(class AAbstractCharacter_C* HitCharacter, E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, bool ApplyFlyEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_ApplyForceActingEffect");
Params::AbstractCharacter_C_CallServer_ApplyForceActingEffect Parms{};
Parms.HitCharacter = HitCharacter;
Parms.VectimEffectType = VectimEffectType;
Parms.UsePairedAnimation = UsePairedAnimation;
Parms.AnimationStarter = AnimationStarter;
Parms.ApplyFlyEffect = ApplyFlyEffect;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_ApplyForceActingEffectBack
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_ApplyForceActingEffectBack");
Params::AbstractCharacter_C_CallServer_ApplyForceActingEffectBack Parms{};
Parms.Attacker = Attacker;
Parms.Result = Result;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_BackDirectDamage
// (Net, NetReliable, NetServer, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FSS_TakeDamage& HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_BackDirectDamage(class AAbstractCharacter_C* HitTarget, const struct FSS_TakeDamage& HitData, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_BackDirectDamage");
Params::AbstractCharacter_C_CallServer_BackDirectDamage Parms{};
Parms.HitTarget = HitTarget;
Parms.HitData = std::move(HitData);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_GetMeDirectDamage
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_GetMeDirectDamage(class AAbstractCharacter_C* Attacker, const class FString& SkillID, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_GetMeDirectDamage");
Params::AbstractCharacter_C_CallServer_GetMeDirectDamage Parms{};
Parms.Attacker = Attacker;
Parms.SkillID = std::move(SkillID);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_RecordHurtEnmey
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_RecordHurtEnmey(class AAbstractCharacter_C* Attacker)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_RecordHurtEnmey");
Params::AbstractCharacter_C_CallServer_RecordHurtEnmey Parms{};
Parms.Attacker = Attacker;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_SponsorActingEffectToApplier
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_SponsorActingEffectToApplier");
Params::AbstractCharacter_C_CallServer_SponsorActingEffectToApplier Parms{};
Parms.SkillID = SkillID;
Parms.Applier = Applier;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallServer_TakeDamage
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash)
void AAbstractCharacter_C::CallServer_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallServer_TakeDamage");
Params::AbstractCharacter_C_CallServer_TakeDamage Parms{};
Parms.Attacker = Attacker;
Parms.NetworkDamageData = std::move(NetworkDamageData);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_AttackResult
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_AttackResult(E_AttackResult Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_AttackResult");
Params::AbstractCharacter_C_CallSync_AttackResult Parms{};
Parms.Result = Result;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_CharacterDeath
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_CharacterDeath(class UAnimMontage* MontageToPlay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_CharacterDeath");
Params::AbstractCharacter_C_CallSync_CharacterDeath Parms{};
Parms.MontageToPlay = MontageToPlay;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_DecayedImpactVelocity
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector_NetQuantize100& InMaxVelocity (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// class UCurveFloat* InAlphaCurve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const float InMaxDuration (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_DecayedImpactVelocity");
Params::AbstractCharacter_C_CallSync_DecayedImpactVelocity Parms{};
Parms.InMaxVelocity = std::move(InMaxVelocity);
Parms.InAlphaCurve = InAlphaCurve;
Parms.InMaxDuration = InMaxDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_ForceActingPlay
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* MainMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimSequenceBase* TargetMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_PairedAnimMovingType PrepareMove (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool DelayedTargetExecuteMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_ForceActingPlay");
Params::AbstractCharacter_C_CallSync_ForceActingPlay Parms{};
Parms.TargetActor = TargetActor;
Parms.MainMontageToPlay = MainMontageToPlay;
Parms.TargetMontageToPlay = TargetMontageToPlay;
Parms.PrepareMove = PrepareMove;
Parms.DelayedTargetExecuteMontage = DelayedTargetExecuteMontage;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_JumpToSection
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_JumpToSection(class FName SectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_JumpToSection");
Params::AbstractCharacter_C_CallSync_JumpToSection Parms{};
Parms.SectionName = SectionName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_MontagePlay
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool JumpSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_MontagePlay");
Params::AbstractCharacter_C_CallSync_MontagePlay Parms{};
Parms.MontageToPlay = MontageToPlay;
Parms.JumpSection = JumpSection;
Parms.SectionName = SectionName;
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CallSync_ResetBS
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CallSync_ResetBS(const class FString& BSKey, bool Immediately)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CallSync_ResetBS");
Params::AbstractCharacter_C_CallSync_ResetBS Parms{};
Parms.BSKey = std::move(BSKey);
Parms.Immediately = Immediately;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CalSync_SwitchBS
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBlendSpace* NewBS (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CalSync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CalSync_SwitchBS");
Params::AbstractCharacter_C_CalSync_SwitchBS Parms{};
Parms.NewBS = NewBS;
Parms.BSKey = std::move(BSKey);
Parms.Immediately = Immediately;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Can be Backstabbed
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Can__be_Backstabbed(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Can be Backstabbed");
Params::AbstractCharacter_C_Can__be_Backstabbed Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.Can be Attacked
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Can_be_Attacked(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Can be Attacked");
Params::AbstractCharacter_C_Can_be_Attacked Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.Can be Attacked Even Dying
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Can_be_Attacked_Even_Dying(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Can be Attacked Even Dying");
Params::AbstractCharacter_C_Can_be_Attacked_Even_Dying Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.Can be Stunned
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Can_be_Stunned(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Can be Stunned");
Params::AbstractCharacter_C_Can_be_Stunned Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.Can Flash Attack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Can_Flash_Attack(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Can Flash Attack");
Params::AbstractCharacter_C_Can_Flash_Attack Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.CanEffectBeApplied
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::CanEffectBeApplied(E_EffectType Type, class AActor* Applier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CanEffectBeApplied");
Params::AbstractCharacter_C_CanEffectBeApplied Parms{};
Parms.Type = Type;
Parms.Applier = Applier;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.CanImpactAttackerIfBlockSuccess
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const struct FF_HitData& F_HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::CanImpactAttackerIfBlockSuccess(const struct FF_HitData& F_HitData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CanImpactAttackerIfBlockSuccess");
Params::AbstractCharacter_C_CanImpactAttackerIfBlockSuccess Parms{};
Parms.F_HitData = std::move(F_HitData);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ChangeHp
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Delta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ChangeHp(double Delta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ChangeHp");
Params::AbstractCharacter_C_ChangeHp Parms{};
Parms.Delta = Delta;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Check Attacking Toughness
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool isPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* isAttacking (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Check_Attacking_Toughness(bool isPlayer, bool* isAttacking)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Check Attacking Toughness");
Params::AbstractCharacter_C_Check_Attacking_Toughness Parms{};
Parms.isPlayer = isPlayer;
UObject::ProcessEvent(Func, &Parms);
if (isAttacking != nullptr)
*isAttacking = Parms.isAttacking;
}
// Function AbstractCharacter.AbstractCharacter_C.CheckDeathDissolve
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const float Value (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CheckDeathDissolve(const float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CheckDeathDissolve");
Params::AbstractCharacter_C_CheckDeathDissolve Parms{};
Parms.Value = Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.CheckPreRagdollOverlapingWhenTruthActive
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::CheckPreRagdollOverlapingWhenTruthActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CheckPreRagdollOverlapingWhenTruthActive");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.CheckRagdollBodyConfig
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::CheckRagdollBodyConfig()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CheckRagdollBodyConfig");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ChooseHitShakePlaying
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_ImpactType ImpactType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_AttackResult HitResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector& ImpactDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool PlayHitBreak_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool PlayShake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ChooseHitShakePlaying(E_ImpactType ImpactType, E_EffectType EffectType, E_AttackResult HitResult, const struct FVector& ImpactDirection, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ChooseHitShakePlaying");
Params::AbstractCharacter_C_ChooseHitShakePlaying Parms{};
Parms.ImpactType = ImpactType;
Parms.EffectType = EffectType;
Parms.HitResult = HitResult;
Parms.ImpactDirection = std::move(ImpactDirection);
Parms.AttackerPlayer = AttackerPlayer;
Parms.PlayHitBreak_0 = PlayHitBreak_0;
Parms.PlayShake = PlayShake;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ClearAllAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ClearAllAction(bool* NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ClearAllAction");
Params::AbstractCharacter_C_ClearAllAction Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = Parms.NewParam;
}
// Function AbstractCharacter.AbstractCharacter_C.ClearAnimActor
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::ClearAnimActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ClearAnimActor");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.CloseCollisionWhenDeathLast
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::CloseCollisionWhenDeathLast()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CloseCollisionWhenDeathLast");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.CompositeHitData
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FST_HitDamageData& HitMetaData (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// class AActor* HitTargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult& HitResultData (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// struct FF_HitData* HitDataCompositedByAttacker (Parm, OutParm, ContainsInstancedReference, HasGetValueTypeHash)
void AAbstractCharacter_C::CompositeHitData(const struct FST_HitDamageData& HitMetaData, class AActor* HitTargetActor, const struct FHitResult& HitResultData, struct FF_HitData* HitDataCompositedByAttacker)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CompositeHitData");
Params::AbstractCharacter_C_CompositeHitData Parms{};
Parms.HitMetaData = std::move(HitMetaData);
Parms.HitTargetActor = HitTargetActor;
Parms.HitResultData = std::move(HitResultData);
UObject::ProcessEvent(Func, &Parms);
if (HitDataCompositedByAttacker != nullptr)
*HitDataCompositedByAttacker = std::move(Parms.HitDataCompositedByAttacker);
}
// Function AbstractCharacter.AbstractCharacter_C.CostStamina
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::CostStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CostStamina");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.CreateRagdollCheckBody
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FName BodyName (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::CreateRagdollCheckBody(const class FName BodyName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "CreateRagdollCheckBody");
Params::AbstractCharacter_C_CreateRagdollCheckBody Parms{};
Parms.BodyName = BodyName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.death_1
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::death_1()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "death_1");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.death_2
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::death_2()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "death_2");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.DelayDestroyAnimActor
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::DelayDestroyAnimActor(float Duration, const class UClass*& ItemClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "DelayDestroyAnimActor");
Params::AbstractCharacter_C_DelayDestroyAnimActor Parms{};
Parms.Duration = Duration;
Parms.ItemClass = ItemClass;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.DestroyAnimActor
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::DestroyAnimActor(const class UClass*& ItemClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "DestroyAnimActor");
Params::AbstractCharacter_C_DestroyAnimActor Parms{};
Parms.ItemClass = ItemClass;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.DieEffect_Override
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* DeathMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::DieEffect_Override(class UAnimMontage* DeathMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "DieEffect_Override");
Params::AbstractCharacter_C_DieEffect_Override Parms{};
Parms.DeathMontage = DeathMontage;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.EnableForceOnRagdoll
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// float Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::EnableForceOnRagdoll(float Duration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "EnableForceOnRagdoll");
Params::AbstractCharacter_C_EnableForceOnRagdoll Parms{};
Parms.Duration = Duration;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.EndDeathDissolve
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::EndDeathDissolve()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "EndDeathDissolve");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.EnterDeath
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* enter_death (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::EnterDeath(bool* enter_death)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "EnterDeath");
Params::AbstractCharacter_C_EnterDeath Parms{};
UObject::ProcessEvent(Func, &Parms);
if (enter_death != nullptr)
*enter_death = Parms.enter_death;
}
// Function AbstractCharacter.AbstractCharacter_C.ExecuteFXIsActive(Overloaded)
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::ExecuteFXIsActive_Overloaded_()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ExecuteFXIsActive(Overloaded)");
Params::AbstractCharacter_C_ExecuteFXIsActive_Overloaded_ Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ExecuteUbergraph_AbstractCharacter
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ExecuteUbergraph_AbstractCharacter(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ExecuteUbergraph_AbstractCharacter");
Params::AbstractCharacter_C_ExecuteUbergraph_AbstractCharacter Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.FreeAnimActor
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class UClass*& ItemClass (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
// class AActor** ReturnFreeActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::FreeAnimActor(const class UClass*& ItemClass, class AActor** ReturnFreeActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "FreeAnimActor");
Params::AbstractCharacter_C_FreeAnimActor Parms{};
Parms.ItemClass = ItemClass;
UObject::ProcessEvent(Func, &Parms);
if (ReturnFreeActor != nullptr)
*ReturnFreeActor = Parms.ReturnFreeActor;
}
// Function AbstractCharacter.AbstractCharacter_C.Get Stunned Montage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_Direction FromDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 stunLevel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimSequence** Anim (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Get_Stunned_Montage(E_Direction FromDirection, int32 stunLevel, class UAnimMontage** Montage, class UAnimSequence** Anim)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Get Stunned Montage");
Params::AbstractCharacter_C_Get_Stunned_Montage Parms{};
Parms.FromDirection = FromDirection;
Parms.stunLevel = stunLevel;
UObject::ProcessEvent(Func, &Parms);
if (Montage != nullptr)
*Montage = Parms.Montage;
if (Anim != nullptr)
*Anim = Parms.Anim;
}
// Function AbstractCharacter.AbstractCharacter_C.GetAllAnimActor
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// TArray<class AActor*>* Values (Parm, OutParm)
void AAbstractCharacter_C::GetAllAnimActor(TArray<class AActor*>* Values)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetAllAnimActor");
Params::AbstractCharacter_C_GetAllAnimActor Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Values != nullptr)
*Values = std::move(Parms.Values);
}
// Function AbstractCharacter.AbstractCharacter_C.GetAnimItem
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName Name_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FST_AnimationViewer* Item (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetAnimItem(class FName Name_0, struct FST_AnimationViewer* Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetAnimItem");
Params::AbstractCharacter_C_GetAnimItem Parms{};
Parms.Name_0 = Name_0;
UObject::ProcessEvent(Func, &Parms);
if (Item != nullptr)
*Item = std::move(Parms.Item);
}
// Function AbstractCharacter.AbstractCharacter_C.GetAnimProfile
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ForceUpdate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UDataTable** Profile (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetAnimProfile(bool ForceUpdate, class UDataTable** Profile)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetAnimProfile");
Params::AbstractCharacter_C_GetAnimProfile Parms{};
Parms.ForceUpdate = ForceUpdate;
UObject::ProcessEvent(Func, &Parms);
if (Profile != nullptr)
*Profile = Parms.Profile;
}
// Function AbstractCharacter.AbstractCharacter_C.GetAttackSpCost
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetAttackSpCost(E_MeleeAttackType MeleeAttackType, double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetAttackSpCost");
Params::AbstractCharacter_C_GetAttackSpCost Parms{};
Parms.MeleeAttackType = MeleeAttackType;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetAttackSpeed
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetAttackSpeed(double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetAttackSpeed");
Params::AbstractCharacter_C_GetAttackSpeed Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetBackAttackFactor
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double AAbstractCharacter_C::GetBackAttackFactor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetBackAttackFactor");
Params::AbstractCharacter_C_GetBackAttackFactor Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetBindSocketNames
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class FName* executeTargetSocket (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName* executeCameraSocket (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetBindSocketNames(class FName* executeTargetSocket, class FName* executeCameraSocket)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetBindSocketNames");
Params::AbstractCharacter_C_GetBindSocketNames Parms{};
UObject::ProcessEvent(Func, &Parms);
if (executeTargetSocket != nullptr)
*executeTargetSocket = Parms.executeTargetSocket;
if (executeCameraSocket != nullptr)
*executeCameraSocket = Parms.executeCameraSocket;
}
// Function AbstractCharacter.AbstractCharacter_C.GetCharacterLODLevel
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EDCSSlowTick ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
EDCSSlowTick AAbstractCharacter_C::GetCharacterLODLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetCharacterLODLevel");
Params::AbstractCharacter_C_GetCharacterLODLevel Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetCollisionPart
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_CollisionPart L_CollisonPart1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<struct FF_DamagePartParam>* collisionParts (Parm, OutParm, ContainsInstancedReference)
void AAbstractCharacter_C::GetCollisionPart(E_CollisionPart L_CollisonPart1, TArray<struct FF_DamagePartParam>* collisionParts)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetCollisionPart");
Params::AbstractCharacter_C_GetCollisionPart Parms{};
Parms.L_CollisonPart1 = L_CollisonPart1;
UObject::ProcessEvent(Func, &Parms);
if (collisionParts != nullptr)
*collisionParts = std::move(Parms.collisionParts);
}
// Function AbstractCharacter.AbstractCharacter_C.GetCombatType
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// E_CombatType* CombatType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetCombatType(E_CombatType* CombatType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetCombatType");
Params::AbstractCharacter_C_GetCombatType Parms{};
UObject::ProcessEvent(Func, &Parms);
if (CombatType != nullptr)
*CombatType = Parms.CombatType;
}
// Function AbstractCharacter.AbstractCharacter_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 AAbstractCharacter_C::GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetDeathEffectCurve");
Params::AbstractCharacter_C_GetDeathEffectCurve Parms{};
Parms.DeathMontage = DeathMontage;
UObject::ProcessEvent(Func, &Parms);
if (Vanish != nullptr)
*Vanish = Parms.Vanish;
}
// Function AbstractCharacter.AbstractCharacter_C.GetDesiredFollowRotation
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AAbstractCharacter_C::GetDesiredFollowRotation(struct FRotator* Rotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetDesiredFollowRotation");
Params::AbstractCharacter_C_GetDesiredFollowRotation Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Rotation != nullptr)
*Rotation = std::move(Parms.Rotation);
}
// Function AbstractCharacter.AbstractCharacter_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 AAbstractCharacter_C::GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetDesiredRotation");
Params::AbstractCharacter_C_GetDesiredRotation Parms{};
Parms.Refresh = Refresh;
Parms.rotateIntent = rotateIntent;
UObject::ProcessEvent(Func, &Parms);
if (Rotation != nullptr)
*Rotation = std::move(Parms.Rotation);
}
// Function AbstractCharacter.AbstractCharacter_C.GetEffectMontageBlendInTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double AAbstractCharacter_C::GetEffectMontageBlendInTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetEffectMontageBlendInTime");
Params::AbstractCharacter_C_GetEffectMontageBlendInTime Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetEffectMontageStartTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double AAbstractCharacter_C::GetEffectMontageStartTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetEffectMontageStartTime");
Params::AbstractCharacter_C_GetEffectMontageStartTime Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetHp
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetHp(double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetHp");
Params::AbstractCharacter_C_GetHp Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetHp_Uniform
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetHp_Uniform(double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetHp_Uniform");
Params::AbstractCharacter_C_GetHp_Uniform Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetIsFullyOpenSimulatePhysics
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::GetIsFullyOpenSimulatePhysics()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetIsFullyOpenSimulatePhysics");
Params::AbstractCharacter_C_GetIsFullyOpenSimulatePhysics Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.getLadderPosition
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::getLadderPosition(double* Position)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "getLadderPosition");
Params::AbstractCharacter_C_getLadderPosition Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Position != nullptr)
*Position = Parms.Position;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMaxHp
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMaxHp(double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMaxHp");
Params::AbstractCharacter_C_GetMaxHp Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMaxHp_Uniform
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMaxHp_Uniform(double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMaxHp_Uniform");
Params::AbstractCharacter_C_GetMaxHp_Uniform Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMeDirectDamage
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AAbstractCharacter_C* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMeDirectDamage");
Params::AbstractCharacter_C_GetMeDirectDamage Parms{};
Parms.HitTarget = HitTarget;
Parms.SkillID = std::move(SkillID);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.GetMontages
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UDataTable** Montages (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMontages(E_MontageAction Action, class UDataTable** Montages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMontages");
Params::AbstractCharacter_C_GetMontages Parms{};
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
if (Montages != nullptr)
*Montages = Parms.Montages;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMontageSectionForAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_MontageAction LocalAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* LocalMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* OverrideBlendInTime (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class FName AAbstractCharacter_C::GetMontageSectionForAction(E_MontageAction LocalAction, class UAnimMontage* LocalMontage, int32 Index_0, double* OverrideBlendInTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMontageSectionForAction");
Params::AbstractCharacter_C_GetMontageSectionForAction Parms{};
Parms.LocalAction = LocalAction;
Parms.LocalMontage = LocalMontage;
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
if (OverrideBlendInTime != nullptr)
*OverrideBlendInTime = Parms.OverrideBlendInTime;
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMyCharacterShound
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UCharacterSoundComponent_C** CharacterSoundComponent (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSoundComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMyCharacterShound");
Params::AbstractCharacter_C_GetMyCharacterShound Parms{};
UObject::ProcessEvent(Func, &Parms);
if (CharacterSoundComponent != nullptr)
*CharacterSoundComponent = Parms.CharacterSoundComponent;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMyDissolve
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UAC_DissolveComponent_C** DissolveComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMyDissolve");
Params::AbstractCharacter_C_GetMyDissolve Parms{};
UObject::ProcessEvent(Func, &Parms);
if (DissolveComp != nullptr)
*DissolveComp = Parms.DissolveComp;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMyForceActing
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UForceActingComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
class UForceActingComponent_C* AAbstractCharacter_C::GetMyForceActing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMyForceActing");
Params::AbstractCharacter_C_GetMyForceActing Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMyStatBar
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UWidgetComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
class UWidgetComponent* AAbstractCharacter_C::GetMyStatBar()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMyStatBar");
Params::AbstractCharacter_C_GetMyStatBar Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetMyTargetBillboardRootComponent
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class USceneComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
class USceneComponent* AAbstractCharacter_C::GetMyTargetBillboardRootComponent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetMyTargetBillboardRootComponent");
Params::AbstractCharacter_C_GetMyTargetBillboardRootComponent Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetNetworkState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ADCS_SyncState_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
class ADCS_SyncState_C* AAbstractCharacter_C::GetNetworkState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetNetworkState");
Params::AbstractCharacter_C_GetNetworkState Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetRealBlockingState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::GetRealBlockingState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetRealBlockingState");
Params::AbstractCharacter_C_GetRealBlockingState Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetReduceDamage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class AActor* DamageCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double AAbstractCharacter_C::GetReduceDamage(class AActor* DamageCauser)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetReduceDamage");
Params::AbstractCharacter_C_GetReduceDamage Parms{};
Parms.DamageCauser = DamageCauser;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.GetSelectedWeaponDisplayItem
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ADisplayedItem_C** DisplayedItem (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetSelectedWeaponDisplayItem(class ADisplayedItem_C** DisplayedItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetSelectedWeaponDisplayItem");
Params::AbstractCharacter_C_GetSelectedWeaponDisplayItem Parms{};
UObject::ProcessEvent(Func, &Parms);
if (DisplayedItem != nullptr)
*DisplayedItem = Parms.DisplayedItem;
}
// Function AbstractCharacter.AbstractCharacter_C.GetSelectedWeaponType
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// E_ItemType* Type (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetSelectedWeaponType(E_ItemType* Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetSelectedWeaponType");
Params::AbstractCharacter_C_GetSelectedWeaponType Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Type != nullptr)
*Type = Parms.Type;
}
// Function AbstractCharacter.AbstractCharacter_C.GetState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// E_State* State (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetState(E_State* State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetState");
Params::AbstractCharacter_C_GetState Parms{};
UObject::ProcessEvent(Func, &Parms);
if (State != nullptr)
*State = Parms.State;
}
// Function AbstractCharacter.AbstractCharacter_C.GetStatsValue
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::GetStatsValue(const struct FGameplayTag& Type, double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "GetStatsValue");
Params::AbstractCharacter_C_GetStatsValue Parms{};
Parms.Type = std::move(Type);
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AbstractCharacter.AbstractCharacter_C.ImplBreakPoint
// (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 AAbstractCharacter_C::ImplBreakPoint(const class FString& StateName, const class FString& EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplBreakPoint");
Params::AbstractCharacter_C_ImplBreakPoint Parms{};
Parms.StateName = std::move(StateName);
Parms.EventName = std::move(EventName);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ImplBufferInput
// (Event, Public, BlueprintEvent)
// Parameters:
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplBufferInput(const uint8 InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplBufferInput");
Params::AbstractCharacter_C_ImplBufferInput Parms{};
Parms.InAction = InAction;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplDeath1
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplDeath1()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplDeath1");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplFallendamageBufferInput
// (Event, Public, BlueprintEvent)
// Parameters:
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplFallendamageBufferInput(const uint8 InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplFallendamageBufferInput");
Params::AbstractCharacter_C_ImplFallendamageBufferInput Parms{};
Parms.InAction = InAction;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplHoldActioninput
// (Event, Public, BlueprintEvent)
// Parameters:
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplHoldActioninput(const uint8 InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplHoldActioninput");
Params::AbstractCharacter_C_ImplHoldActioninput Parms{};
Parms.InAction = InAction;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplInputInteract
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplInputInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplInputInteract");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_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 AAbstractCharacter_C::ImplPrintPoint(const class FString& StateName, const class FString& EventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplPrintPoint");
Params::AbstractCharacter_C_ImplPrintPoint Parms{};
Parms.StateName = std::move(StateName);
Parms.EventName = std::move(EventName);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ImplSetState
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& InStateType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::ImplSetState(const class FString& InStateType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplSetState");
Params::AbstractCharacter_C_ImplSetState Parms{};
Parms.InStateType = std::move(InStateType);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ImplTakeDamage
// (Event, Public, HasOutParams, HasDefaults, 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 AAbstractCharacter_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("AbstractCharacter_C", "ImplTakeDamage");
Params::AbstractCharacter_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 AbstractCharacter.AbstractCharacter_C.ImplTakeDirectDamage
// (Event, Public, BlueprintEvent)
// Parameters:
// const float InValue (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* InCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplTakeDirectDamage(const float InValue, class AActor* InCauser)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplTakeDirectDamage");
Params::AbstractCharacter_C_ImplTakeDirectDamage Parms{};
Parms.InValue = InValue;
Parms.InCauser = InCauser;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplTickMove
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplTickMove()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplTickMove");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplTryBreakInteract
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplTryBreakInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplTryBreakInteract");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplTryEndRebornfire
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplTryEndRebornfire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplTryEndRebornfire");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplUpdateForwardmove
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ImplUpdateForwardmove()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplUpdateForwardmove");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplWeaponLoopBufferInput
// (Event, Public, BlueprintEvent)
// Parameters:
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplWeaponLoopBufferInput(const uint8 InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplWeaponLoopBufferInput");
Params::AbstractCharacter_C_ImplWeaponLoopBufferInput Parms{};
Parms.InAction = InAction;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ImplWeaponLoopInputWithCheck
// (Event, Public, BlueprintEvent)
// Parameters:
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ImplWeaponLoopInputWithCheck(const uint8 InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ImplWeaponLoopInputWithCheck");
Params::AbstractCharacter_C_ImplWeaponLoopInputWithCheck Parms{};
Parms.InAction = InAction;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Init State Machine
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass* StateMgrClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Init_State_Machine(class UClass* StateMgrClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Init State Machine");
Params::AbstractCharacter_C_Init_State_Machine Parms{};
Parms.StateMgrClass = StateMgrClass;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.InternalMontageAction
// (Public, HasOutParams, HasDefaults, 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 AAbstractCharacter_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("AbstractCharacter_C", "InternalMontageAction");
Params::AbstractCharacter_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 AbstractCharacter.AbstractCharacter_C.IsAlive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::IsAlive(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "IsAlive");
Params::AbstractCharacter_C_IsAlive Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.IsAttackableTarget
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::IsAttackableTarget(class AActor* Target, bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "IsAttackableTarget");
Params::AbstractCharacter_C_IsAttackableTarget Parms{};
Parms.Target = Target;
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.IsInCombatPose
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::IsInCombatPose(bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "IsInCombatPose");
Params::AbstractCharacter_C_IsInCombatPose Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.IsShieldEquipped
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::IsShieldEquipped()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "IsShieldEquipped");
Params::AbstractCharacter_C_IsShieldEquipped Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.JumpToSection
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::JumpToSection(class FName SectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "JumpToSection");
Params::AbstractCharacter_C_JumpToSection Parms{};
Parms.SectionName = SectionName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.MontageAction
// (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)
// int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double PlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool StopAllMontages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FGameplayTag& PlayerAction (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::MontageAction(E_State NewState, E_MontageAction Action, int32 Index_0, double PlayRate, bool StopAllMontages, const struct FGameplayTag& PlayerAction, double* Duration, bool* Succeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "MontageAction");
Params::AbstractCharacter_C_MontageAction Parms{};
Parms.NewState = NewState;
Parms.Action = Action;
Parms.Index_0 = Index_0;
Parms.PlayRate = PlayRate;
Parms.StopAllMontages = StopAllMontages;
Parms.PlayerAction = std::move(PlayerAction);
UObject::ProcessEvent(Func, &Parms);
if (Duration != nullptr)
*Duration = Parms.Duration;
if (Succeed != nullptr)
*Succeed = Parms.Succeed;
}
// Function AbstractCharacter.AbstractCharacter_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 AAbstractCharacter_C::OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnActivityChanged_StateManagerComp");
Params::AbstractCharacter_C_OnActivityChanged_StateManagerComp Parms{};
Parms.Activity = Activity;
Parms.Value = Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.OnApplyNewEffectEvent
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FF_Effect& EffectType (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::OnApplyNewEffectEvent(const struct FF_Effect& EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnApplyNewEffectEvent");
Params::AbstractCharacter_C_OnApplyNewEffectEvent Parms{};
Parms.EffectType = std::move(EffectType);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.OnBeginPlayDeathMontageEvent
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::OnBeginPlayDeathMontageEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnBeginPlayDeathMontageEvent");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.OnRagdollBodyOverlappedEvent
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent* OverlappedComponent (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)
// int32 OtherBodyIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool bFromSweep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult& SweepResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
void AAbstractCharacter_C::OnRagdollBodyOverlappedEvent(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnRagdollBodyOverlappedEvent");
Params::AbstractCharacter_C_OnRagdollBodyOverlappedEvent Parms{};
Parms.OverlappedComponent = OverlappedComponent;
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_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 AAbstractCharacter_C::OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnValueChanged_Health");
Params::AbstractCharacter_C_OnValueChanged_Health Parms{};
Parms.Type = std::move(Type);
Parms.OldValue = OldValue;
Parms.NewValue = NewValue;
Parms.MaxValue = MaxValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.OnValueChanged_HealthA
// (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 AAbstractCharacter_C::OnValueChanged_HealthA(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OnValueChanged_HealthA");
Params::AbstractCharacter_C_OnValueChanged_HealthA Parms{};
Parms.Type = std::move(Type);
Parms.OldValue = OldValue;
Parms.NewValue = NewValue;
Parms.MaxValue = MaxValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.OverrideTraceDamage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const int32 TraceId (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const TArray<class AActor*>& IgnoreActors (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// TArray<struct FHitResult>* OutHits (Parm, OutParm, ContainsInstancedReference)
void AAbstractCharacter_C::OverrideTraceDamage(const int32 TraceId, const TArray<class AActor*>& IgnoreActors, TArray<struct FHitResult>* OutHits)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "OverrideTraceDamage");
Params::AbstractCharacter_C_OverrideTraceDamage Parms{};
Parms.TraceId = TraceId;
Parms.IgnoreActors = std::move(IgnoreActors);
UObject::ProcessEvent(Func, &Parms);
if (OutHits != nullptr)
*OutHits = std::move(Parms.OutHits);
}
// Function AbstractCharacter.AbstractCharacter_C.Play Counter Attack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Play_Counter_Attack(bool* Succeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Play Counter Attack");
Params::AbstractCharacter_C_Play_Counter_Attack Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Succeed != nullptr)
*Succeed = Parms.Succeed;
}
// Function AbstractCharacter.AbstractCharacter_C.Play Flash
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool direct_flash (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Play_Flash(bool direct_flash, bool* Succeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Play Flash");
Params::AbstractCharacter_C_Play_Flash Parms{};
Parms.direct_flash = direct_flash;
UObject::ProcessEvent(Func, &Parms);
if (Succeed != nullptr)
*Succeed = Parms.Succeed;
}
// Function AbstractCharacter.AbstractCharacter_C.Play FlashParry
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Play_FlashParry(int32 Index_0, bool* Succeed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Play FlashParry");
Params::AbstractCharacter_C_Play_FlashParry Parms{};
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
if (Succeed != nullptr)
*Succeed = Parms.Succeed;
}
// Function AbstractCharacter.AbstractCharacter_C.PlayCameraShake
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// TSubclassOf<class UCameraShakeBase> camerashake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
// float Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayCameraShake(TSubclassOf<class UCameraShakeBase> camerashake, float Scale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayCameraShake");
Params::AbstractCharacter_C_PlayCameraShake Parms{};
Parms.camerashake = camerashake;
Parms.Scale = Scale;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PlayCharacterMontage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double InPlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool bStopAllMontages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName LinkedTag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName Section (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool SyncMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayCharacterMontage(class UAnimMontage* MontageToPlay, double InPlayRate, bool bStopAllMontages, class FName LinkedTag, class FName Section, bool SyncMontage, double* Duration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayCharacterMontage");
Params::AbstractCharacter_C_PlayCharacterMontage Parms{};
Parms.MontageToPlay = MontageToPlay;
Parms.InPlayRate = InPlayRate;
Parms.bStopAllMontages = bStopAllMontages;
Parms.LinkedTag = LinkedTag;
Parms.Section = Section;
Parms.SyncMontage = SyncMontage;
UObject::ProcessEvent(Func, &Parms);
if (Duration != nullptr)
*Duration = Parms.Duration;
}
// Function AbstractCharacter.AbstractCharacter_C.PlayEffectMongtage
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_EffectType Effect_Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_MontageAction Montage_Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 ExtendArg (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector& Impact_Direction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayEffectMongtage(E_EffectType Effect_Type, E_MontageAction Montage_Action, int32 ExtendArg, const struct FVector& Impact_Direction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayEffectMongtage");
Params::AbstractCharacter_C_PlayEffectMongtage Parms{};
Parms.Effect_Type = Effect_Type;
Parms.Montage_Action = Montage_Action;
Parms.ExtendArg = ExtendArg;
Parms.Impact_Direction = std::move(Impact_Direction);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PlayFeedback
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UForceFeedbackEffect* Feedback (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayFeedback(class UForceFeedbackEffect* Feedback, float Scale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayFeedback");
Params::AbstractCharacter_C_PlayFeedback Parms{};
Parms.Feedback = Feedback;
Parms.Scale = Scale;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PlayHitBreak
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FST_HitShakeData& Shake (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FVector& InMaxVelocity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayHitBreak(class AActor* AttackerPlayer, const struct FST_HitShakeData& Shake, const struct FVector& InMaxVelocity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayHitBreak");
Params::AbstractCharacter_C_PlayHitBreak Parms{};
Parms.AttackerPlayer = AttackerPlayer;
Parms.Shake = std::move(Shake);
Parms.InMaxVelocity = std::move(InMaxVelocity);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PlayHitShake
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FST_HitShakeData& Shake (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// const struct FVector& HitForwardVector (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const E_AttackResult HitResult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* AttackerPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool PlayHitBreak_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool PlayShake (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PlayHitShake(const struct FST_HitShakeData& Shake, const struct FVector& HitForwardVector, const E_AttackResult HitResult, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PlayHitShake");
Params::AbstractCharacter_C_PlayHitShake Parms{};
Parms.Shake = std::move(Shake);
Parms.HitForwardVector = std::move(HitForwardVector);
Parms.HitResult = HitResult;
Parms.AttackerPlayer = AttackerPlayer;
Parms.PlayHitBreak_0 = PlayHitBreak_0;
Parms.PlayShake = PlayShake;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PostHitTarget
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// E_AttackResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool HasAppliedDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Undelayed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PostHitTarget(const struct FHitResult& HitResult, E_AttackResult DamageResult, bool HasAppliedDamage, bool Undelayed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PostHitTarget");
Params::AbstractCharacter_C_PostHitTarget Parms{};
Parms.HitResult = std::move(HitResult);
Parms.DamageResult = DamageResult;
Parms.HasAppliedDamage = HasAppliedDamage;
Parms.Undelayed = Undelayed;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.PreActiveRagdollEvent
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::PreActiveRagdollEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PreActiveRagdollEvent");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.PresetDeathAnim
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* PresetDeathMontage_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimSequence* PresetDeathAnimation_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::PresetDeathAnim(class UAnimMontage* PresetDeathMontage_0, class UAnimSequence* PresetDeathAnimation_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "PresetDeathAnim");
Params::AbstractCharacter_C_PresetDeathAnim Parms{};
Parms.PresetDeathMontage_0 = PresetDeathMontage_0;
Parms.PresetDeathAnimation_0 = PresetDeathAnimation_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Private_TakeDamage
// (Protected, HasOutParams, HasDefaults, 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 AAbstractCharacter_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("AbstractCharacter_C", "Private_TakeDamage");
Params::AbstractCharacter_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 AbstractCharacter.AbstractCharacter_C.Private_TakeDirectDamage
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* DecreaseCauser (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Private_TakeDirectDamage(double Value, class AActor* DecreaseCauser)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Private_TakeDirectDamage");
Params::AbstractCharacter_C_Private_TakeDirectDamage Parms{};
Parms.Value = Value;
Parms.DecreaseCauser = DecreaseCauser;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Process_DamageResult
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& DamageResultType (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Causer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Process_DamageResult(const struct FGameplayTag& DamageResultType, double Value, class AActor* Causer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Process_DamageResult");
Params::AbstractCharacter_C_Process_DamageResult Parms{};
Parms.DamageResultType = std::move(DamageResultType);
Parms.Value = Value;
Parms.Causer = Causer;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ProductAction
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ProductAction(int32 Value, E_AIQueryAction Action)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ProductAction");
Params::AbstractCharacter_C_ProductAction Parms{};
Parms.Value = Value;
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.QueryAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::QueryAction(E_AIQueryAction Action, int32* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "QueryAction");
Params::AbstractCharacter_C_QueryAction Parms{};
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.QueryAndCosumeAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Requester (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::QueryAndCosumeAction(class AActor* Requester, E_AIQueryAction Action, int32* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "QueryAndCosumeAction");
Params::AbstractCharacter_C_QueryAndCosumeAction Parms{};
Parms.Requester = Requester;
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function AbstractCharacter.AbstractCharacter_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void AAbstractCharacter_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.ReceiveDestroyed
// (Event, Public, BlueprintEvent)
void AAbstractCharacter_C::ReceiveDestroyed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ReceiveDestroyed");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.recordAction
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AIQueryAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::recordAction(E_AIQueryAction Action)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "recordAction");
Params::AbstractCharacter_C_recordAction Parms{};
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ReplaceBeginPlays
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::ReplaceBeginPlays()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ReplaceBeginPlays");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.Request_GetMeDirectDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// E_EffectType EffectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Request_GetMeDirectDamage(class AActor* Attacker, const class FString& SkillID, E_EffectType EffectType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Request_GetMeDirectDamage");
Params::AbstractCharacter_C_Request_GetMeDirectDamage Parms{};
Parms.Attacker = Attacker;
Parms.SkillID = std::move(SkillID);
Parms.EffectType = EffectType;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.RequestAllActions
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<E_AIQueryAction>* actions (Parm, OutParm)
void AAbstractCharacter_C::RequestAllActions(TArray<E_AIQueryAction>* actions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "RequestAllActions");
Params::AbstractCharacter_C_RequestAllActions Parms{};
UObject::ProcessEvent(Func, &Parms);
if (actions != nullptr)
*actions = std::move(Parms.actions);
}
// Function AbstractCharacter.AbstractCharacter_C.ResetIdleState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ResetIdleState(double Delay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ResetIdleState");
Params::AbstractCharacter_C_ResetIdleState Parms{};
Parms.Delay = Delay;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ResetMeleeAttackCounter
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::ResetMeleeAttackCounter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ResetMeleeAttackCounter");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.Select Dead Montage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Random (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Select_Dead_Montage(bool Random, class UAnimMontage** Montage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Select Dead Montage");
Params::AbstractCharacter_C_Select_Dead_Montage Parms{};
Parms.Random = Random;
UObject::ProcessEvent(Func, &Parms);
if (Montage != nullptr)
*Montage = Parms.Montage;
}
// Function AbstractCharacter.AbstractCharacter_C.SelectAttackMontage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ForceRsetCombo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_MontageAction* Action (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32* Index_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SelectAttackMontage(E_MeleeAttackType MeleeAttackType, bool ForceRsetCombo, E_MontageAction* Action, int32* Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SelectAttackMontage");
Params::AbstractCharacter_C_SelectAttackMontage Parms{};
Parms.MeleeAttackType = MeleeAttackType;
Parms.ForceRsetCombo = ForceRsetCombo;
UObject::ProcessEvent(Func, &Parms);
if (Action != nullptr)
*Action = Parms.Action;
if (Index_0 != nullptr)
*Index_0 = Parms.Index_0;
}
// Function AbstractCharacter.AbstractCharacter_C.SetAttackCounterAccelerate
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetAttackCounterAccelerate(double NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetAttackCounterAccelerate");
Params::AbstractCharacter_C_SetAttackCounterAccelerate Parms{};
Parms.NewValue = NewValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetCanExecuteFXEnable(Overloaded)
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetCanExecuteFXEnable_Overloaded_(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetCanExecuteFXEnable(Overloaded)");
Params::AbstractCharacter_C_SetCanExecuteFXEnable_Overloaded_ Parms{};
Parms.Enable = Enable;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetCollisionWhenFullyOpenSimulatePhysics
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::SetCollisionWhenFullyOpenSimulatePhysics()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetCollisionWhenFullyOpenSimulatePhysics");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.SetEnableRotateLookAt
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool RotateWaist (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetEnableRotateLookAt(bool Enable, bool RotateWaist, class AActor* Target, double Offset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetEnableRotateLookAt");
Params::AbstractCharacter_C_SetEnableRotateLookAt Parms{};
Parms.Enable = Enable;
Parms.RotateWaist = RotateWaist;
Parms.Target = Target;
Parms.Offset = Offset;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetEnableSlideRotate
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* NewParam1 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetEnableSlideRotate(bool Enable, bool* NewParam1)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetEnableSlideRotate");
Params::AbstractCharacter_C_SetEnableSlideRotate Parms{};
Parms.Enable = Enable;
UObject::ProcessEvent(Func, &Parms);
if (NewParam1 != nullptr)
*NewParam1 = Parms.NewParam1;
}
// Function AbstractCharacter.AbstractCharacter_C.SetExecuteFXEnable(Overloaded)
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetExecuteFXEnable_Overloaded_(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetExecuteFXEnable(Overloaded)");
Params::AbstractCharacter_C_SetExecuteFXEnable_Overloaded_ Parms{};
Parms.Enable = Enable;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetExecuteFXVariableLinkage(Overloaded)
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName InVariableName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float InValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetExecuteFXVariableLinkage_Overloaded_(class FName InVariableName, float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetExecuteFXVariableLinkage(Overloaded)");
Params::AbstractCharacter_C_SetExecuteFXVariableLinkage_Overloaded_ Parms{};
Parms.InVariableName = InVariableName;
Parms.InValue = InValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetForceIdleAnim
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// EMovementMode ForceMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetForceIdleAnim(class UAnimSequenceBase* Animation, EMovementMode ForceMovementMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetForceIdleAnim");
Params::AbstractCharacter_C_SetForceIdleAnim Parms{};
Parms.Animation = Animation;
Parms.ForceMovementMode = ForceMovementMode;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetHp
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetHp(double NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetHp");
Params::AbstractCharacter_C_SetHp Parms{};
Parms.NewValue = NewValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetMontageDurationFunction
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* Object (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& FunctionName (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// const float InDelayedToStart (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const float InDelayedToEnd (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TSubclassOf<class UAnimNotify_PlayMontageNotify>NotifyEnd (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
// struct FMontageDurationHandle* Handler (Parm, OutParm, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetMontageDurationFunction(class UObject* Object, const class FString& FunctionName, const float InDelayedToStart, const float InDelayedToEnd, TSubclassOf<class UAnimNotify_PlayMontageNotify> NotifyEnd, struct FMontageDurationHandle* Handler)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetMontageDurationFunction");
Params::AbstractCharacter_C_SetMontageDurationFunction Parms{};
Parms.Object = Object;
Parms.FunctionName = std::move(FunctionName);
Parms.InDelayedToStart = InDelayedToStart;
Parms.InDelayedToEnd = InDelayedToEnd;
Parms.NotifyEnd = NotifyEnd;
UObject::ProcessEvent(Func, &Parms);
if (Handler != nullptr)
*Handler = std::move(Parms.Handler);
}
// Function AbstractCharacter.AbstractCharacter_C.SetPerfectTimeEffectFX
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Active (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetPerfectTimeEffectFX(bool Active)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetPerfectTimeEffectFX");
Params::AbstractCharacter_C_SetPerfectTimeEffectFX Parms{};
Parms.Active = Active;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetRotateMode
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_RotationMode Mode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetRotateMode(E_RotationMode Mode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetRotateMode");
Params::AbstractCharacter_C_SetRotateMode Parms{};
Parms.Mode = Mode;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SetSelectedByTarget
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Selected (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SetSelectedByTarget(bool Selected)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SetSelectedByTarget");
Params::AbstractCharacter_C_SetSelectedByTarget Parms{};
Parms.Selected = Selected;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.SlowDownRagdollSpeedWhenFullOpen
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::SlowDownRagdollSpeedWhenFullOpen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SlowDownRagdollSpeedWhenFullOpen");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.SpawnAnimActor
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass* ItemClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class FName AttachToSocket (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::SpawnAnimActor(class UClass* ItemClass, class FName AttachToSocket)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "SpawnAnimActor");
Params::AbstractCharacter_C_SpawnAnimActor Parms{};
Parms.ItemClass = ItemClass;
Parms.AttachToSocket = AttachToSocket;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.StartArcaneshiftEffect
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::StartArcaneshiftEffect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "StartArcaneshiftEffect");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_AttackResult
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AttackResult Result (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_AttackResult(E_AttackResult Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_AttackResult");
Params::AbstractCharacter_C_Sync_AttackResult Parms{};
Parms.Result = Result;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_CharacterDeath
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_CharacterDeath(class UAnimMontage* MontageToPlay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_CharacterDeath");
Params::AbstractCharacter_C_Sync_CharacterDeath Parms{};
Parms.MontageToPlay = MontageToPlay;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_DecayedImpactVelocity
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector_NetQuantize100& InMaxVelocity (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// class UCurveFloat* InAlphaCurve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const float InMaxDuration (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_DecayedImpactVelocity");
Params::AbstractCharacter_C_Sync_DecayedImpactVelocity Parms{};
Parms.InMaxVelocity = std::move(InMaxVelocity);
Parms.InAlphaCurve = InAlphaCurve;
Parms.InMaxDuration = InMaxDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_ForceActingPlay
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* TargetActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimMontage* MainMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UAnimSequenceBase* TargetMontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_PairedAnimMovingType PrepareMove (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool DelayedTargetExecuteMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_ForceActingPlay");
Params::AbstractCharacter_C_Sync_ForceActingPlay Parms{};
Parms.TargetActor = TargetActor;
Parms.MainMontageToPlay = MainMontageToPlay;
Parms.TargetMontageToPlay = TargetMontageToPlay;
Parms.PrepareMove = PrepareMove;
Parms.DelayedTargetExecuteMontage = DelayedTargetExecuteMontage;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_JumpToSection
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_JumpToSection(class FName SectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_JumpToSection");
Params::AbstractCharacter_C_Sync_JumpToSection Parms{};
Parms.SectionName = SectionName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_MontagePlay
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* MontageToPlay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool JumpSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_MontagePlay");
Params::AbstractCharacter_C_Sync_MontagePlay Parms{};
Parms.MontageToPlay = MontageToPlay;
Parms.JumpSection = JumpSection;
Parms.SectionName = SectionName;
Parms.Action = Action;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_ResetBS
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_ResetBS(const class FString& BSKey, bool Immediately)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_ResetBS");
Params::AbstractCharacter_C_Sync_ResetBS Parms{};
Parms.BSKey = std::move(BSKey);
Parms.Immediately = Immediately;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Sync_SwitchBS
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBlendSpace* NewBS (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& BSKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool Immediately (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Sync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Sync_SwitchBS");
Params::AbstractCharacter_C_Sync_SwitchBS Parms{};
Parms.NewBS = NewBS;
Parms.BSKey = std::move(BSKey);
Parms.Immediately = Immediately;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.TakeDamage
// (Public, HasOutParams, HasDefaults, 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 AAbstractCharacter_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("AbstractCharacter_C", "TakeDamage");
Params::AbstractCharacter_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 AbstractCharacter.AbstractCharacter_C.TakeDamageTypeStateCheck
// (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FF_HitData& F_HitData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
// E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::TakeDamageTypeStateCheck(const struct FF_HitData& F_HitData, E_AttackResult* ResultType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "TakeDamageTypeStateCheck");
Params::AbstractCharacter_C_TakeDamageTypeStateCheck Parms{};
Parms.F_HitData = std::move(F_HitData);
UObject::ProcessEvent(Func, &Parms);
if (ResultType != nullptr)
*ResultType = Parms.ResultType;
}
// Function AbstractCharacter.AbstractCharacter_C.TakeDirectDamage
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const float InValue (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class AActor* InCauser (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::TakeDirectDamage(const float InValue, const class AActor* InCauser)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "TakeDirectDamage");
Params::AbstractCharacter_C_TakeDirectDamage Parms{};
Parms.InValue = InValue;
Parms.InCauser = InCauser;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.ThisFeedbackIsPlaying
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UForceFeedbackEffect* Effect (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::ThisFeedbackIsPlaying(class UForceFeedbackEffect* Effect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ThisFeedbackIsPlaying");
Params::AbstractCharacter_C_ThisFeedbackIsPlaying Parms{};
Parms.Effect = Effect;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.Transmit_SponsorActingEffectToApplier
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::Transmit_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Transmit_SponsorActingEffectToApplier");
Params::AbstractCharacter_C_Transmit_SponsorActingEffectToApplier Parms{};
Parms.SkillID = SkillID;
Parms.Applier = Applier;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.Transmit_TakeDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Attacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FSS_TakeDamage& NetworkDamageData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash)
void AAbstractCharacter_C::Transmit_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "Transmit_TakeDamage");
Params::AbstractCharacter_C_Transmit_TakeDamage Parms{};
Parms.Attacker = Attacker;
Parms.NetworkDamageData = std::move(NetworkDamageData);
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.TryEffectAfterDamage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Applier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// E_StunType ReflectType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 hit_data_id (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector& Impact_Direction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Applied (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::TryEffectAfterDamage(class AActor* Applier, E_StunType ReflectType, int32 hit_data_id, const struct FVector& Impact_Direction, bool* Applied)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "TryEffectAfterDamage");
Params::AbstractCharacter_C_TryEffectAfterDamage Parms{};
Parms.Applier = Applier;
Parms.ReflectType = ReflectType;
Parms.hit_data_id = hit_data_id;
Parms.Impact_Direction = std::move(Impact_Direction);
UObject::ProcessEvent(Func, &Parms);
if (Applied != nullptr)
*Applied = Parms.Applied;
}
// Function AbstractCharacter.AbstractCharacter_C.TryPerfectTimeAnimSection
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class FName* SectionName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::TryPerfectTimeAnimSection(class UAnimMontage* Montage, class FName* SectionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "TryPerfectTimeAnimSection");
Params::AbstractCharacter_C_TryPerfectTimeAnimSection Parms{};
Parms.Montage = Montage;
UObject::ProcessEvent(Func, &Parms);
if (SectionName != nullptr)
*SectionName = Parms.SectionName;
}
// Function AbstractCharacter.AbstractCharacter_C.Undelayed_TakeDamage
// (Public, HasOutParams, HasDefaults, 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 AAbstractCharacter_C::Undelayed_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("AbstractCharacter_C", "Undelayed_TakeDamage");
Params::AbstractCharacter_C_Undelayed_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 AbstractCharacter.AbstractCharacter_C.UpdateCapsuleCollisionWhenDeath
// (Public, BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::UpdateCapsuleCollisionWhenDeath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "UpdateCapsuleCollisionWhenDeath");
UObject::ProcessEvent(Func, nullptr);
}
// Function AbstractCharacter.AbstractCharacter_C.UpdateCharacterDynamicMark
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& MarkTag (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// bool Add (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* HitTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::UpdateCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool Add, class AActor* HitTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "UpdateCharacterDynamicMark");
Params::AbstractCharacter_C_UpdateCharacterDynamicMark Parms{};
Parms.MarkTag = std::move(MarkTag);
Parms.Add = Add;
Parms.HitTarget = HitTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.UpdateCollisionDeathType
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::UpdateCollisionDeathType(const class UAnimMontage* Montage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "UpdateCollisionDeathType");
Params::AbstractCharacter_C_UpdateCollisionDeathType Parms{};
Parms.Montage = Montage;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.UpdateRagdollDamping
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Level (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::UpdateRagdollDamping(int32 Level)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "UpdateRagdollDamping");
Params::AbstractCharacter_C_UpdateRagdollDamping Parms{};
Parms.Level = Level;
UObject::ProcessEvent(Func, &Parms);
}
// Function AbstractCharacter.AbstractCharacter_C.UsePhysyicEffectWhenAppliedDamage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool AAbstractCharacter_C::UsePhysyicEffectWhenAppliedDamage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "UsePhysyicEffectWhenAppliedDamage");
Params::AbstractCharacter_C_UsePhysyicEffectWhenAppliedDamage Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AbstractCharacter.AbstractCharacter_C.ValidCharacterDynamicMark
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& MarkTag (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
// bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AAbstractCharacter_C::ValidCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool* Valid)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "ValidCharacterDynamicMark");
Params::AbstractCharacter_C_ValidCharacterDynamicMark Parms{};
Parms.MarkTag = std::move(MarkTag);
UObject::ProcessEvent(Func, &Parms);
if (Valid != nullptr)
*Valid = Parms.Valid;
}
// Function AbstractCharacter.AbstractCharacter_C.WhenFullyOpenSimulatePhysicsEvent
// (BlueprintCallable, BlueprintEvent)
void AAbstractCharacter_C::WhenFullyOpenSimulatePhysicsEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AbstractCharacter_C", "WhenFullyOpenSimulatePhysicsEvent");
UObject::ProcessEvent(Func, nullptr);
}
}