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

1145 lines
38 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: BP_BaseAIController
#include "Basic.hpp"
#include "BP_BaseAIController_classes.hpp"
#include "BP_BaseAIController_parameters.hpp"
namespace SDK
{
// Function BP_BaseAIController.BP_BaseAIController_C.ActiveAINeedLink
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ANewActiveAI_Volume_C* ActiveSource_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ActiveAINeedLink(class ANewActiveAI_Volume_C* ActiveSource_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ActiveAINeedLink");
Params::BP_BaseAIController_C_ActiveAINeedLink Parms{};
Parms.ActiveSource_0 = ActiveSource_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ActiveByEvent
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Target_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ActiveByEvent(class AActor* Target_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ActiveByEvent");
Params::BP_BaseAIController_C_ActiveByEvent Parms{};
Parms.Target_0 = Target_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ADD_DebugLog
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& str (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ADD_DebugLog(const class FString& str)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ADD_DebugLog");
Params::BP_BaseAIController_C_ADD_DebugLog Parms{};
Parms.str = std::move(str);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.AfterEffect
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* AtkPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::AfterEffect(class AActor* AtkPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "AfterEffect");
Params::BP_BaseAIController_C_AfterEffect Parms{};
Parms.AtkPlayer = AtkPlayer;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.AfterTakeDamage
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FF_HitData& HitData (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash)
void ABP_BaseAIController_C::AfterTakeDamage(const struct FF_HitData& HitData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "AfterTakeDamage");
Params::BP_BaseAIController_C_AfterTakeDamage Parms{};
Parms.HitData = std::move(HitData);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class AActor* FindTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature(class AActor* FindTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature");
Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_0_OnFindTarget__DelegateSignature Parms{};
Parms.FindTarget = FindTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class AActor* LoseTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature(class AActor* LoseTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature");
Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_AC_AITargetQuery_K2Node_ComponentBoundEvent_1_OnLoseTarget__DelegateSignature Parms{};
Parms.LoseTarget = LoseTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature
// (BlueprintEvent)
// Parameters:
// bool Retreating (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool isLong (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature(bool Retreating, bool isLong)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature");
Params::BP_BaseAIController_C_BndEvt__BP_BaseAIController_Move_AINodeAction_Assemble_K2Node_ComponentBoundEvent_2_UpdatedRetreatingState__DelegateSignature Parms{};
Parms.Retreating = Retreating;
Parms.isLong = isLong;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.BossAddTargetPlayer
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_CombatCharacter_C* HatePlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::BossAddTargetPlayer(class ABP_CombatCharacter_C* HatePlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "BossAddTargetPlayer");
Params::BP_BaseAIController_C_BossAddTargetPlayer Parms{};
Parms.HatePlayer = HatePlayer;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.CanSetMovementMode
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::CanSetMovementMode(bool* NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "CanSetMovementMode");
Params::BP_BaseAIController_C_CanSetMovementMode Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = Parms.NewParam;
}
// Function BP_BaseAIController.BP_BaseAIController_C.ChangeAlertStatu
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_AlertStatu NewStatu (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Force (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ChangeAlertStatu(E_AlertStatu NewStatu, bool Force)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ChangeAlertStatu");
Params::BP_BaseAIController_C_ChangeAlertStatu Parms{};
Parms.NewStatu = NewStatu;
Parms.Force = Force;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ClearAllTargets
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::ClearAllTargets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ClearAllTargets");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.CLoseAllTargetsAndAlertUpdate
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::CLoseAllTargetsAndAlertUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "CLoseAllTargetsAndAlertUpdate");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.DeactiveSense
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// uint8 A (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ABP_BaseAIController_C::DeactiveSense(uint8 A)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "DeactiveSense");
Params::BP_BaseAIController_C_DeactiveSense Parms{};
Parms.A = A;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_BaseAIController.BP_BaseAIController_C.DebugMsg
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& InString (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::DebugMsg(const class FString& InString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "DebugMsg");
Params::BP_BaseAIController_C_DebugMsg Parms{};
Parms.InString = std::move(InString);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.EnableAlertPerception
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool bEnable (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::EnableAlertPerception(const bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "EnableAlertPerception");
Params::BP_BaseAIController_C_EnableAlertPerception Parms{};
Parms.bEnable = bEnable;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ExecuteUbergraph_BP_BaseAIController
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ExecuteUbergraph_BP_BaseAIController(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ExecuteUbergraph_BP_BaseAIController");
Params::BP_BaseAIController_C_ExecuteUbergraph_BP_BaseAIController Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ExtendExecuteAttackTimer
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// double NewAnimDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ExtendExecuteAttackTimer(double NewAnimDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ExtendExecuteAttackTimer");
Params::BP_BaseAIController_C_ExtendExecuteAttackTimer Parms{};
Parms.NewAnimDuration = NewAnimDuration;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.FlushEnableSense
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::FlushEnableSense()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "FlushEnableSense");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ForcedOutCambat
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::ForcedOutCambat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ForcedOutCambat");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.Get_AllDebugLog
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FString* NewParam (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::Get_AllDebugLog(class FString* NewParam)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "Get_AllDebugLog");
Params::BP_BaseAIController_C_Get_AllDebugLog Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NewParam != nullptr)
*NewParam = std::move(Parms.NewParam);
}
// Function BP_BaseAIController.BP_BaseAIController_C.GetHateExtraTime
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class AActor* AttackTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double ABP_BaseAIController_C::GetHateExtraTime(class AActor* AttackTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "GetHateExtraTime");
Params::BP_BaseAIController_C_GetHateExtraTime Parms{};
Parms.AttackTarget = AttackTarget;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_BaseAIController.BP_BaseAIController_C.GetMechworksState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* MechworksState_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::GetMechworksState(bool* MechworksState_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "GetMechworksState");
Params::BP_BaseAIController_C_GetMechworksState Parms{};
UObject::ProcessEvent(Func, &Parms);
if (MechworksState_0 != nullptr)
*MechworksState_0 = Parms.MechworksState_0;
}
// Function BP_BaseAIController.BP_BaseAIController_C.GetMyCharacterShound
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UCharacterSoundComponent_C** CharacterSound (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "GetMyCharacterShound");
Params::BP_BaseAIController_C_GetMyCharacterShound Parms{};
UObject::ProcessEvent(Func, &Parms);
if (CharacterSound != nullptr)
*CharacterSound = Parms.CharacterSound;
}
// Function BP_BaseAIController.BP_BaseAIController_C.GetPawn
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_BaseAI_C** Pawn_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::GetPawn(class ABP_BaseAI_C** Pawn_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "GetPawn");
Params::BP_BaseAIController_C_GetPawn Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Pawn_0 != nullptr)
*Pawn_0 = Parms.Pawn_0;
}
// Function BP_BaseAIController.BP_BaseAIController_C.GetTarget
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor** Target_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::GetTarget(class AActor** Target_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "GetTarget");
Params::BP_BaseAIController_C_GetTarget Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Target_0 != nullptr)
*Target_0 = Parms.Target_0;
}
// Function BP_BaseAIController.BP_BaseAIController_C.ImplOnTargetMockedUpdated
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* NewTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ImplOnTargetMockedUpdated(class AActor* NewTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ImplOnTargetMockedUpdated");
Params::BP_BaseAIController_C_ImplOnTargetMockedUpdated Parms{};
Parms.NewTarget = NewTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.Initialize
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::Initialize()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "Initialize");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.Inner Set Warn Target
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* MaybeWarnTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::Inner_Set_Warn_Target(class AActor* MaybeWarnTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "Inner Set Warn Target");
Params::BP_BaseAIController_C_Inner_Set_Warn_Target Parms{};
Parms.MaybeWarnTarget = MaybeWarnTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.IsAlertBarInViewport
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const struct FVector2D& InVec (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ABP_BaseAIController_C::IsAlertBarInViewport(const struct FVector2D& InVec)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "IsAlertBarInViewport");
Params::BP_BaseAIController_C_IsAlertBarInViewport Parms{};
Parms.InVec = std::move(InVec);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_BaseAIController.BP_BaseAIController_C.LoadGlobalConfig
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::LoadGlobalConfig()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "LoadGlobalConfig");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.On Permanet Target End Play
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::On_Permanet_Target_End_Play(class AActor* Actor, EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "On Permanet Target End Play");
Params::BP_BaseAIController_C_On_Permanet_Target_End_Play Parms{};
Parms.Actor = Actor;
Parms.EndPlayReason = EndPlayReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.OnCGPlay_Event
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Playing (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool FollowCamera (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::OnCGPlay_Event(bool Playing, bool FollowCamera)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "OnCGPlay_Event");
Params::BP_BaseAIController_C_OnCGPlay_Event Parms{};
Parms.Playing = Playing;
Parms.FollowCamera = FollowCamera;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.OnInCombatChanged
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsInCombat_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::OnInCombatChanged(bool IsInCombat_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "OnInCombatChanged");
Params::BP_BaseAIController_C_OnInCombatChanged Parms{};
Parms.IsInCombat_0 = IsInCombat_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.OnTargetMockedUpdated
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InMockedTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::OnTargetMockedUpdated(class AActor* InMockedTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "OnTargetMockedUpdated");
Params::BP_BaseAIController_C_OnTargetMockedUpdated Parms{};
Parms.InMockedTarget = InMockedTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.OnTargetPerceptionUpdated
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Actor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FAIStimulus& Stimulus (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
void ABP_BaseAIController_C::OnTargetPerceptionUpdated(class AActor* Actor, const struct FAIStimulus& Stimulus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "OnTargetPerceptionUpdated");
Params::BP_BaseAIController_C_OnTargetPerceptionUpdated Parms{};
Parms.Actor = Actor;
Parms.Stimulus = std::move(Stimulus);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void ABP_BaseAIController_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ReceivePossess
// (Event, Protected, BlueprintEvent)
// Parameters:
// class APawn* PossessedPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ReceivePossess(class APawn* PossessedPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ReceivePossess");
Params::BP_BaseAIController_C_ReceivePossess Parms{};
Parms.PossessedPawn = PossessedPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ReceiveTick");
Params::BP_BaseAIController_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.RegisterAILevel
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::RegisterAILevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "RegisterAILevel");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ResetIdleState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::ResetIdleState(double Delay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ResetIdleState");
Params::BP_BaseAIController_C_ResetIdleState Parms{};
Parms.Delay = Delay;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.RestartRunLogic
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::RestartRunLogic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "RestartRunLogic");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.RestCanUpdate
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::RestCanUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "RestCanUpdate");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SelectNewTarget
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::SelectNewTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SelectNewTarget");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SetCurrentTarget
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* NewTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const class FString& Tag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::SetCurrentTarget(class AActor* NewTarget, const class FString& Tag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SetCurrentTarget");
Params::BP_BaseAIController_C_SetCurrentTarget Parms{};
Parms.NewTarget = NewTarget;
Parms.Tag = std::move(Tag);
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SetEnableBreak
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::SetEnableBreak(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SetEnableBreak");
Params::BP_BaseAIController_C_SetEnableBreak Parms{};
Parms.Enable = Enable;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SetIsInCombat
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::SetIsInCombat(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SetIsInCombat");
Params::BP_BaseAIController_C_SetIsInCombat Parms{};
Parms.Value = Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SetMechworksState
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::SetMechworksState(bool NewState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SetMechworksState");
Params::BP_BaseAIController_C_SetMechworksState Parms{};
Parms.NewState = NewState;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.ShowAlertProcess
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::ShowAlertProcess()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "ShowAlertProcess");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SkipSlowTick
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ABP_BaseAIController_C::SkipSlowTick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SkipSlowTick");
Params::BP_BaseAIController_C_SkipSlowTick Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_BaseAIController.BP_BaseAIController_C.StartRunLogic
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::StartRunLogic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "StartRunLogic");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.StopRuningLogic
// (BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::StopRuningLogic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "StopRuningLogic");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.SyncAIState
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ADCS_AIState_C* State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::SyncAIState(class ADCS_AIState_C* State)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "SyncAIState");
Params::BP_BaseAIController_C_SyncAIState Parms{};
Parms.State = State;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.TargetInSightSensedOrSightMem
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const class AActor*& CheckTarget (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ABP_BaseAIController_C::TargetInSightSensedOrSightMem(const class AActor*& CheckTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "TargetInSightSensedOrSightMem");
Params::BP_BaseAIController_C_TargetInSightSensedOrSightMem Parms{};
Parms.CheckTarget = CheckTarget;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function BP_BaseAIController.BP_BaseAIController_C.TickUpdateSense
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::TickUpdateSense()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "TickUpdateSense");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.TimerCallBackUpdateMovement
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::TimerCallBackUpdateMovement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "TimerCallBackUpdateMovement");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.Update Alert and Targets
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double IntDelta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool MakeNoise_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::Update_Alert_and_Targets(double IntDelta, bool MakeNoise_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "Update Alert and Targets");
Params::BP_BaseAIController_C_Update_Alert_and_Targets Parms{};
Parms.IntDelta = IntDelta;
Parms.MakeNoise_0 = MakeNoise_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.UpdateSenseTarget
// (Public, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::UpdateSenseTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "UpdateSenseTarget");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_BaseAIController.BP_BaseAIController_C.UpdateSlowTick
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EDCSSlowTick SlowTick (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_BaseAIController_C::UpdateSlowTick(EDCSSlowTick SlowTick)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "UpdateSlowTick");
Params::BP_BaseAIController_C_UpdateSlowTick Parms{};
Parms.SlowTick = SlowTick;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_BaseAIController.BP_BaseAIController_C.特殊阵营判断
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void ABP_BaseAIController_C::()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("BP_BaseAIController_C", "特殊阵营判断");
UObject::ProcessEvent(Func, nullptr);
}
}