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

3416 lines
141 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AC_jRPG_CharacterBattleStats
#include "Basic.hpp"
#include "AC_jRPG_CharacterBattleStats_classes.hpp"
#include "AC_jRPG_CharacterBattleStats_parameters.hpp"
namespace SDK
{
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDamageSourceCharacter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C** CharacterStats_0 (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetDamageSourceCharacter(class UAC_jRPG_CharacterBattleStats_C** CharacterStats_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDamageSourceCharacter");
Params::AC_jRPG_CharacterBattleStats_C_GetDamageSourceCharacter Parms{};
UObject::ProcessEvent(Func, &Parms);
if (CharacterStats_0 != nullptr)
*CharacterStats_0 = Parms.CharacterStats_0;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDamageSourceType
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// EDamageReason* DamageSourceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetDamageSourceType(EDamageReason* DamageSourceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDamageSourceType");
Params::AC_jRPG_CharacterBattleStats_C_GetDamageSourceType Parms{};
UObject::ProcessEvent(Func, &Parms);
if (DamageSourceType != nullptr)
*DamageSourceType = Parms.DamageSourceType;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.NotifySkillStatesAvailable
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::NotifySkillStatesAvailable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "NotifySkillStatesAvailable");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanCounterAttackCurrentEnemySkill
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CanCounterAttackCurrentEnemySkill()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanCounterAttackCurrentEnemySkill");
Params::AC_jRPG_CharacterBattleStats_C_CanCounterAttackCurrentEnemySkill Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDeathQueuedForTurnEnd
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsDeathQueuedForTurnEnd()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDeathQueuedForTurnEnd");
Params::AC_jRPG_CharacterBattleStats_C_IsDeathQueuedForTurnEnd Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ClearSkillStates
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ClearSkillStates()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ClearSkillStates");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetDead_Internal
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::SetDead_Internal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetDead_Internal");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsPreparedForBattle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsPreparedForBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsPreparedForBattle");
Params::AC_jRPG_CharacterBattleStats_C_IsPreparedForBattle Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetGenderTag
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// ETextGender ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
ETextGender UAC_jRPG_CharacterBattleStats_C::GetGenderTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetGenderTag");
Params::AC_jRPG_CharacterBattleStats_C_GetGenderTag Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryDodgeHitFromCharacter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool* Successful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* IsPerfectDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryDodgeHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful, bool* IsPerfectDodge)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryDodgeHitFromCharacter");
Params::AC_jRPG_CharacterBattleStats_C_TryDodgeHitFromCharacter Parms{};
Parms.AttackingCharacter = AttackingCharacter;
UObject::ProcessEvent(Func, &Parms);
if (Successful != nullptr)
*Successful = Parms.Successful;
if (IsPerfectDodge != nullptr)
*IsPerfectDodge = Parms.IsPerfectDodge;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryParryHitFromCharacter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool* Successful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryParryHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryParryHitFromCharacter");
Params::AC_jRPG_CharacterBattleStats_C_TryParryHitFromCharacter Parms{};
Parms.AttackingCharacter = AttackingCharacter;
UObject::ProcessEvent(Func, &Parms);
if (Successful != nullptr)
*Successful = Parms.Successful;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetParryWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetParryWindowModifier(class UModifierStack_Float** Stack)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetParryWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_GetParryWindowModifier Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Stack != nullptr)
*Stack = Parms.Stack;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveParryWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UAC_jRPG_CharacterBattleStats_C::RemoveParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveParryWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_RemoveParryWindowModifier Parms{};
Parms.OutModifierHandle = std::move(OutModifierHandle);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddParryWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Percent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddParryWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddParryWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_AddParryWindowModifier Parms{};
Parms.Percent = Percent;
Parms.OutModifierHandle = std::move(OutModifierHandle);
Parms.DebugName = std::move(DebugName);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDodgeWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetDodgeWindowModifier(class UModifierStack_Float** Stack)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDodgeWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_GetDodgeWindowModifier Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Stack != nullptr)
*Stack = Parms.Stack;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDodgeWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UAC_jRPG_CharacterBattleStats_C::RemoveDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDodgeWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_RemoveDodgeWindowModifier Parms{};
Parms.OutModifierHandle = std::move(OutModifierHandle);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDodgeWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Percent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddDodgeWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDodgeWindowModifier");
Params::AC_jRPG_CharacterBattleStats_C_AddDodgeWindowModifier Parms{};
Parms.Percent = Percent;
Parms.OutModifierHandle = std::move(OutModifierHandle);
Parms.DebugName = std::move(DebugName);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveParryLock
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UAC_jRPG_CharacterBattleStats_C::RemoveParryLock(struct FSF_ReferenceCounterHandle& LockHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveParryLock");
Params::AC_jRPG_CharacterBattleStats_C_RemoveParryLock Parms{};
Parms.LockHandle = std::move(LockHandle);
UObject::ProcessEvent(Func, &Parms);
LockHandle = std::move(Parms.LockHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddParryLock
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddParryLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddParryLock");
Params::AC_jRPG_CharacterBattleStats_C_AddParryLock Parms{};
Parms.LockHandle = std::move(LockHandle);
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
LockHandle = std::move(Parms.LockHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsParryLocked
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsParryLocked()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsParryLocked");
Params::AC_jRPG_CharacterBattleStats_C_IsParryLocked Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSkillScript
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ABP_Battle_SkillScript_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
class ABP_Battle_SkillScript_C* UAC_jRPG_CharacterBattleStats_C::GetCurrentSkillScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSkillScript");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSkillScript Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsOfArchetype
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// TSoftObjectPtr<class UBP_DataAsset_EnemyBattleArchetype_C>Archetype (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsOfArchetype(TSoftObjectPtr<class UBP_DataAsset_EnemyBattleArchetype_C> Archetype)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsOfArchetype");
Params::AC_jRPG_CharacterBattleStats_C_IsOfArchetype Parms{};
Parms.Archetype = Archetype;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetArchetype
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_DataAsset_EnemyBattleArchetype_C**Archetype (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetArchetype(class UBP_DataAsset_EnemyBattleArchetype_C** Archetype)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetArchetype");
Params::AC_jRPG_CharacterBattleStats_C_GetArchetype Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Archetype != nullptr)
*Archetype = Parms.Archetype;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetCurrentParryFlags
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ResetCurrentParryFlags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetCurrentParryFlags");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetCurrentAttackTypeFlags
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ResetCurrentAttackTypeFlags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetCurrentAttackTypeFlags");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetForcedSkillOnNextTurn
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ABP_Battle_SkillScript_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
class ABP_Battle_SkillScript_C* UAC_jRPG_CharacterBattleStats_C::GetForcedSkillOnNextTurn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetForcedSkillOnNextTurn");
Params::AC_jRPG_CharacterBattleStats_C_GetForcedSkillOnNextTurn Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryProcessForcedSkill
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* PreventPlayerChoice (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryProcessForcedSkill(bool* PreventPlayerChoice)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryProcessForcedSkill");
Params::AC_jRPG_CharacterBattleStats_C_TryProcessForcedSkill Parms{};
UObject::ProcessEvent(Func, &Parms);
if (PreventPlayerChoice != nullptr)
*PreventPlayerChoice = Parms.PreventPlayerChoice;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ForceSkillOnNextTurn
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_Battle_SkillScript_C* SkillScript (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ForceSkillOnNextTurn(class ABP_Battle_SkillScript_C* SkillScript)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ForceSkillOnNextTurn");
Params::AC_jRPG_CharacterBattleStats_C_ForceSkillOnNextTurn Parms{};
Parms.SkillScript = SkillScript;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsSameCharacterStats
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsSameCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsSameCharacterStats");
Params::AC_jRPG_CharacterBattleStats_C_IsSameCharacterStats Parms{};
Parms.CharacterStats_0 = CharacterStats_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryPerformBreakStun
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// E_BreakStunReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryPerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryPerformBreakStun");
Params::AC_jRPG_CharacterBattleStats_C_TryPerformBreakStun Parms{};
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = Reason;
UObject::ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanPerformBreakStun
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CanPerformBreakStun()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanPerformBreakStun");
Params::AC_jRPG_CharacterBattleStats_C_CanPerformBreakStun Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PerformBreakStun
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// E_BreakStunReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::PerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PerformBreakStun");
Params::AC_jRPG_CharacterBattleStats_C_PerformBreakStun Parms{};
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = Reason;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetIsCharacterFlying
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsFlying_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetIsCharacterFlying(bool IsFlying_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetIsCharacterFlying");
Params::AC_jRPG_CharacterBattleStats_C_SetIsCharacterFlying Parms{};
Parms.IsFlying_0 = IsFlying_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanPerformAction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CanPerformAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanPerformAction");
Params::AC_jRPG_CharacterBattleStats_C_CanPerformAction Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.HasForcedAutoAttack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::HasForcedAutoAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "HasForcedAutoAttack");
Params::AC_jRPG_CharacterBattleStats_C_HasForcedAutoAttack Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveForcedAutoAttack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& ReferenceHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UAC_jRPG_CharacterBattleStats_C::RemoveForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveForcedAutoAttack");
Params::AC_jRPG_CharacterBattleStats_C_RemoveForcedAutoAttack Parms{};
Parms.ReferenceHandle = std::move(ReferenceHandle);
UObject::ProcessEvent(Func, &Parms);
ReferenceHandle = std::move(Parms.ReferenceHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddForcedAutoAttack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& ReferenceHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle, const class FString& DebugName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddForcedAutoAttack");
Params::AC_jRPG_CharacterBattleStats_C_AddForcedAutoAttack Parms{};
Parms.ReferenceHandle = std::move(ReferenceHandle);
Parms.DebugName = std::move(DebugName);
UObject::ProcessEvent(Func, &Parms);
ReferenceHandle = std::move(Parms.ReferenceHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsFlyingCharacter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsFlyingCharacter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsFlyingCharacter");
Params::AC_jRPG_CharacterBattleStats_C_IsFlyingCharacter Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDead
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDead");
Params::AC_jRPG_CharacterBattleStats_C_IsDead Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCharacterData
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_CharacterData_C** CharacterData (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCharacterData(class UBP_CharacterData_C** CharacterData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCharacterData");
Params::AC_jRPG_CharacterBattleStats_C_GetCharacterData Parms{};
UObject::ProcessEvent(Func, &Parms);
if (CharacterData != nullptr)
*CharacterData = Parms.CharacterData;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsInTeam
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// ECharacterTeamSelector Team (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsInTeam(ECharacterTeamSelector Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsInTeam");
Params::AC_jRPG_CharacterBattleStats_C_IsInTeam Parms{};
Parms.Team = Team;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCurrentBreakBarDamage
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int64 NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetCurrentBreakBarDamage(int64 NewValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCurrentBreakBarDamage");
Params::AC_jRPG_CharacterBattleStats_C_SetCurrentBreakBarDamage Parms{};
Parms.NewValue = NewValue;
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetStunBuffClass
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
class UClass* UAC_jRPG_CharacterBattleStats_C::GetStunBuffClass()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetStunBuffClass");
Params::AC_jRPG_CharacterBattleStats_C_GetStunBuffClass Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetBreakBarDamagePercentage
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Percentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetBreakBarDamagePercentage");
Params::AC_jRPG_CharacterBattleStats_C_SetBreakBarDamagePercentage Parms{};
Parms.Percentage = Percentage;
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddBreakBarDamagePercentage
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Percentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddBreakBarDamagePercentage");
Params::AC_jRPG_CharacterBattleStats_C_AddBreakBarDamagePercentage Parms{};
Parms.Percentage = Percentage;
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddBreakBarDamage
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int64 DamageValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddBreakBarDamage(int64 DamageValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddBreakBarDamage");
Params::AC_jRPG_CharacterBattleStats_C_AddBreakBarDamage Parms{};
Parms.DamageValue = DamageValue;
Parms.SourceCharacter = SourceCharacter;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentBreakBarPercent
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double UAC_jRPG_CharacterBattleStats_C::GetCurrentBreakBarPercent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentBreakBarPercent");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentBreakBarPercent Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitBreakBar
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 BreakBarHPPercentage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::InitBreakBar(int32 BreakBarHPPercentage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitBreakBar");
Params::AC_jRPG_CharacterBattleStats_C_InitBreakBar Parms{};
Parms.BreakBarHPPercentage = BreakBarHPPercentage;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.HasPendingResurrect
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Enabled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::HasPendingResurrect(bool* Enabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "HasPendingResurrect");
Params::AC_jRPG_CharacterBattleStats_C_HasPendingResurrect Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Enabled != nullptr)
*Enabled = Parms.Enabled;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResurrectInternal
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ResurrectInternal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResurrectInternal");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetFreeAimDamageType
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EAttackType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
EAttackType UAC_jRPG_CharacterBattleStats_C::GetFreeAimDamageType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetFreeAimDamageType");
Params::AC_jRPG_CharacterBattleStats_C_GetFreeAimDamageType Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetBaseDamageType
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EAttackType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
EAttackType UAC_jRPG_CharacterBattleStats_C::GetBaseDamageType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetBaseDamageType");
Params::AC_jRPG_CharacterBattleStats_C_GetBaseDamageType Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.StopInterceptingAttacksAgainstCharacter
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::StopInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "StopInterceptingAttacksAgainstCharacter");
Params::AC_jRPG_CharacterBattleStats_C_StopInterceptingAttacksAgainstCharacter Parms{};
Parms.CharacterStats_0 = CharacterStats_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.StartInterceptingAttacksAgainstCharacter
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::StartInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "StartInterceptingAttacksAgainstCharacter");
Params::AC_jRPG_CharacterBattleStats_C_StartInterceptingAttacksAgainstCharacter Parms{};
Parms.CharacterStats_0 = CharacterStats_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanInterceptAttack
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* TargetedCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* AttackerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CanInterceptAttack(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacter, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanInterceptAttack");
Params::AC_jRPG_CharacterBattleStats_C_CanInterceptAttack Parms{};
Parms.TargetedCharacter = TargetedCharacter;
Parms.AttackerCharacter = AttackerCharacter;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnBattleEnded
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::OnBattleEnded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnBattleEnded");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDodgeLockActive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsDodgeLockActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDodgeLockActive");
Params::AC_jRPG_CharacterBattleStats_C_IsDodgeLockActive Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDodgeLock
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
void UAC_jRPG_CharacterBattleStats_C::RemoveDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDodgeLock");
Params::AC_jRPG_CharacterBattleStats_C_RemoveDodgeLock Parms{};
Parms.LockHandle = std::move(LockHandle);
UObject::ProcessEvent(Func, &Parms);
LockHandle = std::move(Parms.LockHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDodgeLock
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FSF_ReferenceCounterHandle& LockHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDodgeLock");
Params::AC_jRPG_CharacterBattleStats_C_AddDodgeLock Parms{};
Parms.LockHandle = std::move(LockHandle);
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
LockHandle = std::move(Parms.LockHandle);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTeam
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// ECharacterTeamSelector* Team (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetTeam(ECharacterTeamSelector* Team)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTeam");
Params::AC_jRPG_CharacterBattleStats_C_GetTeam Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Team != nullptr)
*Team = Parms.Team;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveDamageFromObject
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Straight_Damage__ignores_calculation_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_BattleDamageBuilder_C* DamageBuilder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double* DamageDealt (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* HasHit (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* DodgeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* ParrySuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_BattleDamages_C** BattleDamages (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReceiveDamageFromObject(double Straight_Damage__ignores_calculation_, class UBP_BattleDamageBuilder_C* DamageBuilder, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, class UBP_BattleDamages_C** BattleDamages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveDamageFromObject");
Params::AC_jRPG_CharacterBattleStats_C_ReceiveDamageFromObject Parms{};
Parms.Straight_Damage__ignores_calculation_ = Straight_Damage__ignores_calculation_;
Parms.DamageBuilder = DamageBuilder;
UObject::ProcessEvent(Func, &Parms);
if (DamageDealt != nullptr)
*DamageDealt = Parms.DamageDealt;
if (HasHit != nullptr)
*HasHit = Parms.HasHit;
if (DodgeSuccess != nullptr)
*DodgeSuccess = Parms.DodgeSuccess;
if (ParrySuccess != nullptr)
*ParrySuccess = Parms.ParrySuccess;
if (BattleDamages != nullptr)
*BattleDamages = Parms.BattleDamages;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsSkillOvercharged
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_DataAsset_Skill_C* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsSkillOvercharged(class UBP_DataAsset_Skill_C* Skill)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsSkillOvercharged");
Params::AC_jRPG_CharacterBattleStats_C_IsSkillOvercharged Parms{};
Parms.Skill = Skill;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetSkillScriptByTurnStartEventCriteria
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class UBP_SkillDataComponentScript_C*>*HasStartEvent (Parm, OutParm)
// TArray<class UBP_SkillDataComponentScript_C*>*HasNoStartEvent (Parm, OutParm)
void UAC_jRPG_CharacterBattleStats_C::GetSkillScriptByTurnStartEventCriteria(TArray<class UBP_SkillDataComponentScript_C*>* HasStartEvent, TArray<class UBP_SkillDataComponentScript_C*>* HasNoStartEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetSkillScriptByTurnStartEventCriteria");
Params::AC_jRPG_CharacterBattleStats_C_GetSkillScriptByTurnStartEventCriteria Parms{};
UObject::ProcessEvent(Func, &Parms);
if (HasStartEvent != nullptr)
*HasStartEvent = std::move(Parms.HasStartEvent);
if (HasNoStartEvent != nullptr)
*HasNoStartEvent = std::move(Parms.HasNoStartEvent);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentAPPercentage01
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Percent01 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCurrentAPPercentage01(double* Percent01)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentAPPercentage01");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentAPPercentage01 Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Percent01 != nullptr)
*Percent01 = Parms.Percent01;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetRuntimeStatValue
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// ERuntimeBattleStatType StatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetRuntimeStatValue(ERuntimeBattleStatType StatType, double* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetRuntimeStatValue");
Params::AC_jRPG_CharacterBattleStats_C_GetRuntimeStatValue Parms{};
Parms.StatType = StatType;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Force Play Again
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ShouldPlayTooltip (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool PreventChainedPlayAgain (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* HasAppliedForcePlayAgain (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::Force_Play_Again(bool ShouldPlayTooltip, bool PreventChainedPlayAgain, bool* HasAppliedForcePlayAgain)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Force Play Again");
Params::AC_jRPG_CharacterBattleStats_C_Force_Play_Again Parms{};
Parms.ShouldPlayTooltip = ShouldPlayTooltip;
Parms.PreventChainedPlayAgain = PreventChainedPlayAgain;
UObject::ProcessEvent(Func, &Parms);
if (HasAppliedForcePlayAgain != nullptr)
*HasAppliedForcePlayAgain = Parms.HasAppliedForcePlayAgain;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryDisableGradientPostProcess
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool DuringCounter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector& GradientCenterLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryDisableGradientPostProcess(bool DuringCounter, const struct FVector& GradientCenterLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryDisableGradientPostProcess");
Params::AC_jRPG_CharacterBattleStats_C_TryDisableGradientPostProcess Parms{};
Parms.DuringCounter = DuringCounter;
Parms.GradientCenterLocation = std::move(GradientCenterLocation);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RegisterSkillChecks
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_DataAsset_Skill_C* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::RegisterSkillChecks(class UBP_DataAsset_Skill_C* Skill)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RegisterSkillChecks");
Params::AC_jRPG_CharacterBattleStats_C_RegisterSkillChecks Parms{};
Parms.Skill = Skill;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DrainAP
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::DrainAP(int32 Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DrainAP");
Params::AC_jRPG_CharacterBattleStats_C_DrainAP Parms{};
Parms.Amount = Amount;
Parms.SourceCharacterStats = SourceCharacterStats;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Drain_AP_FromTarget
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* TargetCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::Drain_AP_FromTarget(class UAC_jRPG_CharacterBattleStats_C* TargetCharacter, int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Drain_AP_FromTarget");
Params::AC_jRPG_CharacterBattleStats_C_Drain_AP_FromTarget Parms{};
Parms.TargetCharacter = TargetCharacter;
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckForDeath
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CheckForDeath(class UBP_BattleDamages_C* BattleDamages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckForDeath");
Params::AC_jRPG_CharacterBattleStats_C_CheckForDeath Parms{};
Parms.BattleDamages = BattleDamages;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetDead
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::SetDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetDead");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterFleeing
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsFleeing_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetCharacterFleeing(bool IsFleeing_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterFleeing");
Params::AC_jRPG_CharacterBattleStats_C_SetCharacterFleeing Parms{};
Parms.IsFleeing_0 = IsFleeing_0;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentShieldPoints
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32* ShieldPoints (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCurrentShieldPoints(int32* ShieldPoints)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentShieldPoints");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentShieldPoints Parms{};
UObject::ProcessEvent(Func, &Parms);
if (ShieldPoints != nullptr)
*ShieldPoints = Parms.ShieldPoints;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCurrentShieldPoints
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetCurrentShieldPoints(int32 NewValue, const class FString& DebugReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCurrentShieldPoints");
Params::AC_jRPG_CharacterBattleStats_C_SetCurrentShieldPoints Parms{};
Parms.NewValue = NewValue;
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddShieldPoints
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddShieldPoints(int32 Amount, const class FString& DebugReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddShieldPoints");
Params::AC_jRPG_CharacterBattleStats_C_AddShieldPoints Parms{};
Parms.Amount = Amount;
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TryConsumeShieldPoints
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TryConsumeShieldPoints(int32 Amount, const class FString& DebugReason, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TryConsumeShieldPoints");
Params::AC_jRPG_CharacterBattleStats_C_TryConsumeShieldPoints Parms{};
Parms.Amount = Amount;
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.NotifyDeath
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool DeathCounter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::NotifyDeath(bool DeathCounter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "NotifyDeath");
Params::AC_jRPG_CharacterBattleStats_C_NotifyDeath Parms{};
Parms.DeathCounter = DeathCounter;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.FindEquippedSkillByID
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class FName SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_DataAsset_Skill_C** Skill (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::FindEquippedSkillByID(class FName SkillID, class UBP_DataAsset_Skill_C** Skill)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "FindEquippedSkillByID");
Params::AC_jRPG_CharacterBattleStats_C_FindEquippedSkillByID Parms{};
Parms.SkillID = SkillID;
UObject::ProcessEvent(Func, &Parms);
if (Skill != nullptr)
*Skill = Parms.Skill;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.TriggerSkill
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetedCharacters_0 (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// class UClass* SkillClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::TriggerSkill(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters_0, class UClass* SkillClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "TriggerSkill");
Params::AC_jRPG_CharacterBattleStats_C_TriggerSkill Parms{};
Parms.TargetedCharacters_0 = std::move(TargetedCharacters_0);
Parms.SkillClass = SkillClass;
UObject::ProcessEvent(Func, &Parms);
TargetedCharacters_0 = std::move(Parms.TargetedCharacters_0);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.UpdateSkillStates
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::UpdateSkillStates()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "UpdateSkillStates");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetAllSkillStatesForUI
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// TMap<class UBP_DataAsset_Skill_C*, class UBP_SkillState_C*>*SkillStates_0 (Parm, OutParm)
void UAC_jRPG_CharacterBattleStats_C::GetAllSkillStatesForUI(TMap<class UBP_DataAsset_Skill_C*, class UBP_SkillState_C*>* SkillStates_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetAllSkillStatesForUI");
Params::AC_jRPG_CharacterBattleStats_C_GetAllSkillStatesForUI Parms{};
UObject::ProcessEvent(Func, &Parms);
if (SkillStates_0 != nullptr)
*SkillStates_0 = std::move(Parms.SkillStates_0);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetSkillState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const class UBP_DataAsset_Skill_C* SkillData (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_SkillState_C** Value (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetSkillState(const class UBP_DataAsset_Skill_C* SkillData, class UBP_SkillState_C** Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetSkillState");
Params::AC_jRPG_CharacterBattleStats_C_GetSkillState Parms{};
Parms.SkillData = SkillData;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetProbabilityToReceiveBuff
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// EBuffApplicationProbability StatusEffectProbability (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double UAC_jRPG_CharacterBattleStats_C::GetProbabilityToReceiveBuff(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, EBuffApplicationProbability StatusEffectProbability, class UBP_BattleBuffInstance_C* BuffInstance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetProbabilityToReceiveBuff");
Params::AC_jRPG_CharacterBattleStats_C_GetProbabilityToReceiveBuff Parms{};
Parms.SourceCharacter = SourceCharacter;
Parms.StatusEffectProbability = StatusEffectProbability;
Parms.BuffInstance = BuffInstance;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DeinitBattleGear
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::DeinitBattleGear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DeinitBattleGear");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetDefenseAgainstElement
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EAttackType AttackElement (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Defense (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetDefenseAgainstElement(EAttackType AttackElement, double* Defense)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetDefenseAgainstElement");
Params::AC_jRPG_CharacterBattleStats_C_GetDefenseAgainstElement Parms{};
Parms.AttackElement = AttackElement;
UObject::ProcessEvent(Func, &Parms);
if (Defense != nullptr)
*Defense = Parms.Defense;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PrepareForActionAsSkillCaster
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::PrepareForActionAsSkillCaster()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PrepareForActionAsSkillCaster");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.PrepareForActionAsSkillTarget
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::PrepareForActionAsSkillTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "PrepareForActionAsSkillTarget");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitSkillStates
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::InitSkillStates()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitSkillStates");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoGradientParry
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoGradientParry()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoGradientParry");
Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoGradientParry Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetAttackPowerForType
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// EAttackType AttackElement (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Power (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetAttackPowerForType(EAttackType AttackElement, double* Power)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetAttackPowerForType");
Params::AC_jRPG_CharacterBattleStats_C_GetAttackPowerForType Parms{};
Parms.AttackElement = AttackElement;
UObject::ProcessEvent(Func, &Parms);
if (Power != nullptr)
*Power = Parms.Power;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsDefenseLockActive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsDefenseLockActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsDefenseLockActive");
Params::AC_jRPG_CharacterBattleStats_C_IsDefenseLockActive Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveDefenseLock
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::RemoveDefenseLock()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveDefenseLock");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddDefenseLock
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::AddDefenseLock()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddDefenseLock");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.IsTurnSkipActive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::IsTurnSkipActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "IsTurnSkipActive");
Params::AC_jRPG_CharacterBattleStats_C_IsTurnSkipActive Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveTurnSkip
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::RemoveTurnSkip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveTurnSkip");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddTurnSkip
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::AddTurnSkip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddTurnSkip");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetPassiveFromBuff
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// const class UBP_BattleBuffInstance_C*& Key (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
// struct FFPassiveEffect* PassiveEffect (Parm, OutParm, HasGetValueTypeHash)
// class FName* PassiveID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Found (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetPassiveFromBuff(const class UBP_BattleBuffInstance_C*& Key, struct FFPassiveEffect* PassiveEffect, class FName* PassiveID, bool* Found)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetPassiveFromBuff");
Params::AC_jRPG_CharacterBattleStats_C_GetPassiveFromBuff Parms{};
Parms.Key = Key;
UObject::ProcessEvent(Func, &Parms);
if (PassiveEffect != nullptr)
*PassiveEffect = std::move(Parms.PassiveEffect);
if (PassiveID != nullptr)
*PassiveID = Parms.PassiveID;
if (Found != nullptr)
*Found = Parms.Found;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSpeedSimulate
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double UAC_jRPG_CharacterBattleStats_C::GetCurrentSpeedSimulate(bool HasEngagementBonus_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSpeedSimulate");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSpeedSimulate Parms{};
Parms.HasEngagementBonus_0 = HasEngagementBonus_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentSpeed
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double UAC_jRPG_CharacterBattleStats_C::GetCurrentSpeed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentSpeed");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentSpeed Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentHPPercentage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Percent01 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCurrentHPPercentage(double* Percent01)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentHPPercentage");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentHPPercentage Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Percent01 != nullptr)
*Percent01 = Parms.Percent01;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnKilledByDamage
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::OnKilledByDamage(class UBP_BattleDamages_C* BattleDamages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnKilledByDamage");
Params::AC_jRPG_CharacterBattleStats_C_OnKilledByDamage Parms{};
Parms.BattleDamages = BattleDamages;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanSpendAP
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CanSpendAP(int32 Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanSpendAP");
Params::AC_jRPG_CharacterBattleStats_C_CanSpendAP Parms{};
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetAP
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 NewAP (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetAP(int32 NewAP, EAPChangeReason ChangeReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetAP");
Params::AC_jRPG_CharacterBattleStats_C_SetAP Parms{};
Parms.NewAP = NewAP;
Parms.ChangeReason = ChangeReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsAlive2
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_BattleCheckContext_C* NewParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CheckIsAlive2(bool CheckMode, class UBP_BattleCheckContext_C* NewParam, bool* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsAlive2");
Params::AC_jRPG_CharacterBattleStats_C_CheckIsAlive2 Parms{};
Parms.CheckMode = CheckMode;
Parms.NewParam = NewParam;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckCanResurrect
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::CheckCanResurrect(bool CheckMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckCanResurrect");
Params::AC_jRPG_CharacterBattleStats_C_CheckCanResurrect Parms{};
Parms.CheckMode = CheckMode;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckCanRecoverHP
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* CanRecover (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* BecauseDead (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* BecauseMaxHP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CheckCanRecoverHP(bool CheckMode, bool* CanRecover, bool* BecauseDead, bool* BecauseMaxHP)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckCanRecoverHP");
Params::AC_jRPG_CharacterBattleStats_C_CheckCanRecoverHP Parms{};
Parms.CheckMode = CheckMode;
UObject::ProcessEvent(Func, &Parms);
if (CanRecover != nullptr)
*CanRecover = Parms.CanRecover;
if (BecauseDead != nullptr)
*BecauseDead = Parms.BecauseDead;
if (BecauseMaxHP != nullptr)
*BecauseMaxHP = Parms.BecauseMaxHP;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsMaxed
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CheckIsMaxed(bool CheckMode, bool* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsMaxed");
Params::AC_jRPG_CharacterBattleStats_C_CheckIsMaxed Parms{};
Parms.CheckMode = CheckMode;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CheckIsAlive
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CheckIsAlive(bool CheckMode, bool* Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CheckIsAlive");
Params::AC_jRPG_CharacterBattleStats_C_CheckIsAlive Parms{};
Parms.CheckMode = CheckMode;
UObject::ProcessEvent(Func, &Parms);
if (Value != nullptr)
*Value = Parms.Value;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InvalidateCheck
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName CheckName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::InvalidateCheck(class FName CheckName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InvalidateCheck");
Params::AC_jRPG_CharacterBattleStats_C_InvalidateCheck Parms{};
Parms.CheckName = CheckName;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddCheckStack
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName CheckConstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CheckMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddCheckStack(class FName CheckConstant, bool CheckMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddCheckStack");
Params::AC_jRPG_CharacterBattleStats_C_AddCheckStack Parms{};
Parms.CheckConstant = CheckConstant;
Parms.CheckMode = CheckMode;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ResetChecks
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ResetChecks()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ResetChecks");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Assert Check
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName CheckConstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& OperationName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::Assert_Check(class FName CheckConstant, const class FString& OperationName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Assert Check");
Params::AC_jRPG_CharacterBattleStats_C_Assert_Check Parms{};
Parms.CheckConstant = CheckConstant;
Parms.OperationName = std::move(OperationName);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CanRecoverHP
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* BecauseDead (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CanRecoverHP(bool* Valid, bool* BecauseDead)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CanRecoverHP");
Params::AC_jRPG_CharacterBattleStats_C_CanRecoverHP Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Valid != nullptr)
*Valid = Parms.Valid;
if (BecauseDead != nullptr)
*BecauseDead = Parms.BecauseDead;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnParryPerfectFail
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FText& Reason (BlueprintVisible, BlueprintReadOnly, Parm)
void UAC_jRPG_CharacterBattleStats_C::OnParryPerfectFail(const class FText& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnParryPerfectFail");
Params::AC_jRPG_CharacterBattleStats_C_OnParryPerfectFail Parms{};
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoDodge
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoDodge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoDodge");
Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoDodge Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.DEBUG_Console_AutoParry
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_CharacterBattleStats_C::DEBUG_Console_AutoParry()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "DEBUG_Console_AutoParry");
Params::AC_jRPG_CharacterBattleStats_C_DEBUG_Console_AutoParry Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ComputeNewInitiativeAfterTimeSimulate
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double CurrentInitiative_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* NewInitiative (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ComputeNewInitiativeAfterTimeSimulate(double CurrentInitiative_0, double Time, bool HasEngagementBonus_0, bool DEBUG_Verbose, double* NewInitiative)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ComputeNewInitiativeAfterTimeSimulate");
Params::AC_jRPG_CharacterBattleStats_C_ComputeNewInitiativeAfterTimeSimulate Parms{};
Parms.CurrentInitiative_0 = CurrentInitiative_0;
Parms.Time = Time;
Parms.HasEngagementBonus_0 = HasEngagementBonus_0;
Parms.DEBUG_Verbose = DEBUG_Verbose;
UObject::ProcessEvent(Func, &Parms);
if (NewInitiative != nullptr)
*NewInitiative = Parms.NewInitiative;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AdvanceInitiativeByTime
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AdvanceInitiativeByTime(double Time, bool DEBUG_Verbose)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AdvanceInitiativeByTime");
Params::AC_jRPG_CharacterBattleStats_C_AdvanceInitiativeByTime Parms{};
Parms.Time = Time;
Parms.DEBUG_Verbose = DEBUG_Verbose;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTimeToFullInitiativeSimulate
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double CurrentInitiative_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool HasEngagementBonus_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* Time (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetTimeToFullInitiativeSimulate(double CurrentInitiative_0, bool HasEngagementBonus_0, double* Time)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTimeToFullInitiativeSimulate");
Params::AC_jRPG_CharacterBattleStats_C_GetTimeToFullInitiativeSimulate Parms{};
Parms.CurrentInitiative_0 = CurrentInitiative_0;
Parms.HasEngagementBonus_0 = HasEngagementBonus_0;
UObject::ProcessEvent(Func, &Parms);
if (Time != nullptr)
*Time = Parms.Time;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetTimeToFullInitiative
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* Time (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetTimeToFullInitiative(double* Time)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetTimeToFullInitiative");
Params::AC_jRPG_CharacterBattleStats_C_GetTimeToFullInitiative Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Time != nullptr)
*Time = Parms.Time;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetMaxAP
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* MaxMP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetMaxAP(double* MaxMP)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetMaxAP");
Params::AC_jRPG_CharacterBattleStats_C_GetMaxAP Parms{};
UObject::ProcessEvent(Func, &Parms);
if (MaxMP != nullptr)
*MaxMP = Parms.MaxMP;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetMaxHP
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* MaxHP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetMaxHP(double* MaxHP)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetMaxHP");
Params::AC_jRPG_CharacterBattleStats_C_GetMaxHP Parms{};
UObject::ProcessEvent(Func, &Parms);
if (MaxHP != nullptr)
*MaxHP = Parms.MaxHP;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.InitBattleGear
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::InitBattleGear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "InitBattleGear");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetOtherElementalAffinity
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EElementalAffinity* Affinity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetOtherElementalAffinity(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, EAttackType AttackType, EElementalAffinity* Affinity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetOtherElementalAffinity");
Params::AC_jRPG_CharacterBattleStats_C_GetOtherElementalAffinity Parms{};
Parms.CharacterBattleStats = CharacterBattleStats;
Parms.AttackType = AttackType;
UObject::ProcessEvent(Func, &Parms);
if (Affinity != nullptr)
*Affinity = Parms.Affinity;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetElementalAffinity
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EElementalAffinity* Affinity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetElementalAffinity(EAttackType AttackType, EElementalAffinity* Affinity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetElementalAffinity");
Params::AC_jRPG_CharacterBattleStats_C_GetElementalAffinity Parms{};
Parms.AttackType = AttackType;
UObject::ProcessEvent(Func, &Parms);
if (Affinity != nullptr)
*Affinity = Parms.Affinity;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.MaxHP
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::MaxHP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "MaxHP");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetHP
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double HP_Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetHP(double HP_Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetHP");
Params::AC_jRPG_CharacterBattleStats_C_SetHP Parms{};
Parms.HP_Value = HP_Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnOverrideFull
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::OnOverrideFull()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnOverrideFull");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddOverdrive
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FText& Reason (BlueprintVisible, BlueprintReadOnly, Parm)
void UAC_jRPG_CharacterBattleStats_C::AddOverdrive(double Amount, const class FText& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddOverdrive");
Params::AC_jRPG_CharacterBattleStats_C_AddOverdrive Parms{};
Parms.Amount = Amount;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnBuffDeactivated
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_BattleBuffInstanceWrapper_C* BuffInstanceWrapper (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::OnBuffDeactivated(class UBP_BattleBuffInstanceWrapper_C* BuffInstanceWrapper)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnBuffDeactivated");
Params::AC_jRPG_CharacterBattleStats_C_OnBuffDeactivated Parms{};
Parms.BuffInstanceWrapper = BuffInstanceWrapper;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.OnCharacterTurnStart
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAC_jRPG_CharacterBattleStats_C* CharacterTurn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::OnCharacterTurnStart(class UAC_jRPG_CharacterBattleStats_C* CharacterTurn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "OnCharacterTurnStart");
Params::AC_jRPG_CharacterBattleStats_C_OnCharacterTurnStart Parms{};
Parms.CharacterTurn = CharacterTurn;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RecalculateStats
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::RecalculateStats()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RecalculateStats");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveStatMultiplier
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGuid& StatMultiplierUID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::RemoveStatMultiplier(const struct FGuid& StatMultiplierUID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveStatMultiplier");
Params::AC_jRPG_CharacterBattleStats_C_RemoveStatMultiplier Parms{};
Parms.StatMultiplierUID = std::move(StatMultiplierUID);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddStatMultiplier
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// E_jRPG_StatType StatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGuid* StatMultiplierUID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddStatMultiplier(E_jRPG_StatType StatType, double Multiplier, struct FGuid* StatMultiplierUID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddStatMultiplier");
Params::AC_jRPG_CharacterBattleStats_C_AddStatMultiplier Parms{};
Parms.StatType = StatType;
Parms.Multiplier = Multiplier;
UObject::ProcessEvent(Func, &Parms);
if (StatMultiplierUID != nullptr)
*StatMultiplierUID = std::move(Parms.StatMultiplierUID);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ActivateBuff
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// EBuffApplicationProbability StatusEffectProbability (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ActivateBuff(class UBP_BattleBuffInstance_C* BuffInstance, EBuffApplicationProbability StatusEffectProbability, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ActivateBuff");
Params::AC_jRPG_CharacterBattleStats_C_ActivateBuff Parms{};
Parms.BuffInstance = BuffInstance;
Parms.StatusEffectProbability = StatusEffectProbability;
Parms.SourceCharacter = SourceCharacter;
UObject::ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Resurrect
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double HP_Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::Resurrect(double HP_Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Resurrect");
Params::AC_jRPG_CharacterBattleStats_C_Resurrect Parms{};
Parms.HP_Amount = HP_Amount;
Parms.SourceCharacter = SourceCharacter;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceAP
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReduceAP(double Amount, EAPChangeReason ChangeReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceAP");
Params::AC_jRPG_CharacterBattleStats_C_ReduceAP Parms{};
Parms.Amount = Amount;
Parms.ChangeReason = ChangeReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GainAP
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EAPChangeReason ChangeReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GainAP(int32 Amount, EAPChangeReason ChangeReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GainAP");
Params::AC_jRPG_CharacterBattleStats_C_GainAP Parms{};
Parms.Amount = Amount;
Parms.ChangeReason = ChangeReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCurrentAP
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// double* AP (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCurrentAP(double* AP)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCurrentAP");
Params::AC_jRPG_CharacterBattleStats_C_GetCurrentAP Parms{};
UObject::ProcessEvent(Func, &Parms);
if (AP != nullptr)
*AP = Parms.AP;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceHP
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* NewHPValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* EffectiveDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReduceHP(double Amount, double* NewHPValue, double* EffectiveDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceHP");
Params::AC_jRPG_CharacterBattleStats_C_ReduceHP Parms{};
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
if (NewHPValue != nullptr)
*NewHPValue = Parms.NewHPValue;
if (EffectiveDamage != nullptr)
*EffectiveDamage = Parms.EffectiveDamage;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReduceInitiative
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReduceInitiative(double Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReduceInitiative");
Params::AC_jRPG_CharacterBattleStats_C_ReduceInitiative Parms{};
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CalculateDefendStanceDamageReduction
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double DamageInput (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double* DamageOutput (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::CalculateDefendStanceDamageReduction(double DamageInput, double* DamageOutput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CalculateDefendStanceDamageReduction");
Params::AC_jRPG_CharacterBattleStats_C_CalculateDefendStanceDamageReduction Parms{};
Parms.DamageInput = DamageInput;
UObject::ProcessEvent(Func, &Parms);
if (DamageOutput != nullptr)
*DamageOutput = Parms.DamageOutput;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RemoveInitiative
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::RemoveInitiative(double Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RemoveInitiative");
Params::AC_jRPG_CharacterBattleStats_C_RemoveInitiative Parms{};
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveDamage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double FinalDamageMultiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TScriptInterface<class IIBattleDamageSource_C>DamageSourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EAttackType AttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool Simulated_Damage__No_Damage_will_be_dealt_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double Straight_Damage__ignores_calculation_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsCounterDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EDamageReason DamageReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector& DamageLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
// double* DamageDealt (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* HasHit (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* DodgeSuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* ParrySuccess (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* QTESuccess_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_BattleDamages_C** BattleDamages (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReceiveDamage(double FinalDamageMultiplier, TScriptInterface<class IIBattleDamageSource_C> DamageSourceCharacter, EAttackType AttackType, bool Simulated_Damage__No_Damage_will_be_dealt_, double Straight_Damage__ignores_calculation_, bool IsCounterDamage, EDamageReason DamageReason, const struct FVector& DamageLocation, const class FString& DebugReason, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, bool* QTESuccess_, class UBP_BattleDamages_C** BattleDamages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveDamage");
Params::AC_jRPG_CharacterBattleStats_C_ReceiveDamage Parms{};
Parms.FinalDamageMultiplier = FinalDamageMultiplier;
Parms.DamageSourceCharacter = DamageSourceCharacter;
Parms.AttackType = AttackType;
Parms.Simulated_Damage__No_Damage_will_be_dealt_ = Simulated_Damage__No_Damage_will_be_dealt_;
Parms.Straight_Damage__ignores_calculation_ = Straight_Damage__ignores_calculation_;
Parms.IsCounterDamage = IsCounterDamage;
Parms.DamageReason = DamageReason;
Parms.DamageLocation = std::move(DamageLocation);
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
if (DamageDealt != nullptr)
*DamageDealt = Parms.DamageDealt;
if (HasHit != nullptr)
*HasHit = Parms.HasHit;
if (DodgeSuccess != nullptr)
*DodgeSuccess = Parms.DodgeSuccess;
if (ParrySuccess != nullptr)
*ParrySuccess = Parms.ParrySuccess;
if (QTESuccess_ != nullptr)
*QTESuccess_ = Parms.QTESuccess_;
if (BattleDamages != nullptr)
*BattleDamages = Parms.BattleDamages;
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.RecoverHP
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// double RecoveryAmount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool PlayVFX (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EHealReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::RecoverHP(double RecoveryAmount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool PlayVFX, EHealReason Reason, const class FString& DebugReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "RecoverHP");
Params::AC_jRPG_CharacterBattleStats_C_RecoverHP Parms{};
Parms.RecoveryAmount = RecoveryAmount;
Parms.SourceCharacter = SourceCharacter;
Parms.PlayVFX = PlayVFX;
Parms.Reason = Reason;
Parms.DebugReason = std::move(DebugReason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.AddInitiative
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::AddInitiative(double Amount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "AddInitiative");
Params::AC_jRPG_CharacterBattleStats_C_AddInitiative Parms{};
Parms.Amount = Amount;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.CreateCharacterBattleSlotUI
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::CreateCharacterBattleSlotUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "CreateCharacterBattleSlotUI");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterDataFromHero
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_CharacterData_C* HeroCharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::SetCharacterDataFromHero(class UBP_CharacterData_C* HeroCharacterData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterDataFromHero");
Params::AC_jRPG_CharacterBattleStats_C_SetCharacterDataFromHero Parms{};
Parms.HeroCharacterData = HeroCharacterData;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.SetCharacterData
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName HardcodedID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FText& CharacterDisplayName_0 (BlueprintVisible, BlueprintReadOnly, Parm)
// ETextGender GenderTag_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const TMap<E_jRPG_StatType, double>& CharacterStats_0 (BlueprintVisible, BlueprintReadOnly, Parm)
// double CurrentHealth (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CurrentMana (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FS_jRPG_OverdriveSource& OverdriveSources_0 (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UTexture2D* CharacterBattleIcon_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FFCharacterStats& CommonCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsBoss_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool IsFlying_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const TMap<EAttackType, EElementalAffinity>&ElementalAffinities (BlueprintVisible, BlueprintReadOnly, Parm)
void UAC_jRPG_CharacterBattleStats_C::SetCharacterData(class FName HardcodedID, const class FText& CharacterDisplayName_0, ETextGender GenderTag_0, const TMap<E_jRPG_StatType, double>& CharacterStats_0, double CurrentHealth, double CurrentMana, const struct FS_jRPG_OverdriveSource& OverdriveSources_0, class UTexture2D* CharacterBattleIcon_0, struct FFCharacterStats& CommonCharacterStats, bool IsBoss_0, bool IsFlying_0, const TMap<EAttackType, EElementalAffinity>& ElementalAffinities)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "SetCharacterData");
Params::AC_jRPG_CharacterBattleStats_C_SetCharacterData Parms{};
Parms.HardcodedID = HardcodedID;
Parms.CharacterDisplayName_0 = std::move(CharacterDisplayName_0);
Parms.GenderTag_0 = GenderTag_0;
Parms.CharacterStats_0 = std::move(CharacterStats_0);
Parms.CurrentHealth = CurrentHealth;
Parms.CurrentMana = CurrentMana;
Parms.OverdriveSources_0 = std::move(OverdriveSources_0);
Parms.CharacterBattleIcon_0 = CharacterBattleIcon_0;
Parms.CommonCharacterStats = std::move(CommonCharacterStats);
Parms.IsBoss_0 = IsBoss_0;
Parms.IsFlying_0 = IsFlying_0;
Parms.ElementalAffinities = std::move(ElementalAffinities);
UObject::ProcessEvent(Func, &Parms);
CommonCharacterStats = std::move(Parms.CommonCharacterStats);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Internal_BeginPrepareForBattle
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::Internal_BeginPrepareForBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Internal_BeginPrepareForBattle");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ProcessSkillComponentStartEvents
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const class USF_BlueprintLatentAction* LatentAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ForceInstant (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ProcessSkillComponentStartEvents(const class USF_BlueprintLatentAction* LatentAction, bool ForceInstant)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ProcessSkillComponentStartEvents");
Params::AC_jRPG_CharacterBattleStats_C_ProcessSkillComponentStartEvents Parms{};
Parms.LatentAction = LatentAction;
Parms.ForceInstant = ForceInstant;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.BattleStart_SkillComponents_ProcessNext
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::BattleStart_SkillComponents_ProcessNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "BattleStart_SkillComponents_ProcessNext");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.BattleStart_SkillComponent_OnAllProcessed
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::BattleStart_SkillComponent_OnAllProcessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "BattleStart_SkillComponent_OnAllProcessed");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.Internal_FinishPrepareForBattle
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_CharacterBattleStats_C::Internal_FinishPrepareForBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "Internal_FinishPrepareForBattle");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ReceiveEndPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ReceiveEndPlay(EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ReceiveEndPlay");
Params::AC_jRPG_CharacterBattleStats_C_ReceiveEndPlay Parms{};
Parms.EndPlayReason = EndPlayReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.ExecuteUbergraph_AC_jRPG_CharacterBattleStats
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::ExecuteUbergraph_AC_jRPG_CharacterBattleStats(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "ExecuteUbergraph_AC_jRPG_CharacterBattleStats");
Params::AC_jRPG_CharacterBattleStats_C_ExecuteUbergraph_AC_jRPG_CharacterBattleStats Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C.GetCharacterBattleBase
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class ABP_jRPG_Character_Battle_Base_C**jRPG_CharacterBattleBase (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool* IsValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_CharacterBattleStats_C::GetCharacterBattleBase(class ABP_jRPG_Character_Battle_Base_C** jRPG_CharacterBattleBase, bool* IsValid) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_CharacterBattleStats_C", "GetCharacterBattleBase");
Params::AC_jRPG_CharacterBattleStats_C_GetCharacterBattleBase Parms{};
UObject::ProcessEvent(Func, &Parms);
if (jRPG_CharacterBattleBase != nullptr)
*jRPG_CharacterBattleBase = Parms.jRPG_CharacterBattleBase;
if (IsValid != nullptr)
*IsValid = Parms.IsValid;
}
}