6454 lines
236 KiB
C++
6454 lines
236 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: AC_jRPG_BattleManager
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#include "Basic.hpp"
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#include "AC_jRPG_BattleManager_classes.hpp"
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#include "AC_jRPG_BattleManager_parameters.hpp"
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namespace SDK
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{
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ActivateCharacterCamera
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// (Public, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::ActivateCharacterCamera()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ActivateCharacterCamera");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AdaptSpawnedCharacterLocation
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FVector& BaseLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// const TArray<class AActor*>& ActorsToIgnore (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// struct FVector* GroundLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AdaptSpawnedCharacterLocation(const struct FVector& BaseLocation, const TArray<class AActor*>& ActorsToIgnore, struct FVector* GroundLocation)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AdaptSpawnedCharacterLocation");
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Params::AC_jRPG_BattleManager_C_AdaptSpawnedCharacterLocation Parms{};
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Parms.BaseLocation = std::move(BaseLocation);
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Parms.ActorsToIgnore = std::move(ActorsToIgnore);
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UObject::ProcessEvent(Func, &Parms);
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if (GroundLocation != nullptr)
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*GroundLocation = std::move(Parms.GroundLocation);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddBattleModifierBuff
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool ForcePermanent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AddBattleModifierBuff(class UBP_BattleBuffInstance_C* BuffInstance, bool ForcePermanent)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddBattleModifierBuff");
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Params::AC_jRPG_BattleManager_C_AddBattleModifierBuff Parms{};
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Parms.BuffInstance = BuffInstance;
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Parms.ForcePermanent = ForcePermanent;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddChallengeModifiers
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::AddChallengeModifiers()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddChallengeModifiers");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDefenseSuccessFeedback
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// (Public, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::AddDefenseSuccessFeedback()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDefenseSuccessFeedback");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDodgeSuccessFeedback
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// (Public, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::AddDodgeSuccessFeedback()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDodgeSuccessFeedback");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddExtraLootItem
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FName ItemId (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// const int32 Quantity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AddExtraLootItem(const class FName ItemId, const int32 Quantity, const class FString& Reason)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddExtraLootItem");
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Params::AC_jRPG_BattleManager_C_AddExtraLootItem Parms{};
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Parms.ItemId = ItemId;
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Parms.Quantity = Quantity;
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Parms.Reason = std::move(Reason);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalDodgeWindowModifier
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AddGlobalDodgeWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalDodgeWindowModifier");
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Params::AC_jRPG_BattleManager_C_AddGlobalDodgeWindowModifier Parms{};
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Parms.Multiplier = Multiplier;
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Parms.OutModifierHandle = std::move(OutModifierHandle);
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Parms.DebugName = std::move(DebugName);
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UObject::ProcessEvent(Func, &Parms);
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OutModifierHandle = std::move(Parms.OutModifierHandle);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalParryWindowModifier
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// float Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AddGlobalParryWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalParryWindowModifier");
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Params::AC_jRPG_BattleManager_C_AddGlobalParryWindowModifier Parms{};
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Parms.Multiplier = Multiplier;
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Parms.OutModifierHandle = std::move(OutModifierHandle);
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Parms.DebugName = std::move(DebugName);
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UObject::ProcessEvent(Func, &Parms);
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OutModifierHandle = std::move(Parms.OutModifierHandle);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddInitativeToAllCharacters
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// (BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::AddInitativeToAllCharacters()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddInitativeToAllCharacters");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddParrySuccessFeedback
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// (Public, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::AddParrySuccessFeedback()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddParrySuccessFeedback");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AreAllKickedCharacterStateHandleValid
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// TArray<struct FGuid>& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::AreAllKickedCharacterStateHandleValid(TArray<struct FGuid>& KickedCharacterHandle, bool* Success)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AreAllKickedCharacterStateHandleValid");
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Params::AC_jRPG_BattleManager_C_AreAllKickedCharacterStateHandleValid Parms{};
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Parms.KickedCharacterHandle = std::move(KickedCharacterHandle);
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UObject::ProcessEvent(Func, &Parms);
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KickedCharacterHandle = std::move(Parms.KickedCharacterHandle);
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if (Success != nullptr)
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*Success = Parms.Success;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BattleStart_ProcessNextCharacter_SkillSetup
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// (BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::BattleStart_ProcessNextCharacter_SkillSetup()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BattleStart_ProcessNextCharacter_SkillSetup");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BeginAOECounterAttack
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::BeginAOECounterAttack()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BeginAOECounterAttack");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BindEventOnBattleFinished
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const TDelegate<void(bool Victory)>& Event (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::BindEventOnBattleFinished(const TDelegate<void(bool Victory)>& Event)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BindEventOnBattleFinished");
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Params::AC_jRPG_BattleManager_C_BindEventOnBattleFinished Parms{};
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Parms.Event = Event;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanAbandonBattle
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::CanAbandonBattle()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanAbandonBattle");
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Params::AC_jRPG_BattleManager_C_CanAbandonBattle Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CancelFreeAimFromUI
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// (BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::CancelFreeAimFromUI()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CancelFreeAimFromUI");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanCharactersCounterAttackEnemySkill
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// bool* CanCounter (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::CanCharactersCounterAttackEnemySkill(class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter, TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters, bool* CanCounter)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanCharactersCounterAttackEnemySkill");
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Params::AC_jRPG_BattleManager_C_CanCharactersCounterAttackEnemySkill Parms{};
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Parms.EnemyCharacter = EnemyCharacter;
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Parms.TargetedCharacters = std::move(TargetedCharacters);
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UObject::ProcessEvent(Func, &Parms);
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TargetedCharacters = std::move(Parms.TargetedCharacters);
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if (CanCounter != nullptr)
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*CanCounter = Parms.CanCounter;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanFleeCurrentFight
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool* FleeImpossible_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::CanFleeCurrentFight(bool* FleeImpossible_0)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanFleeCurrentFight");
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Params::AC_jRPG_BattleManager_C_CanFleeCurrentFight Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (FleeImpossible_0 != nullptr)
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*FleeImpossible_0 = Parms.FleeImpossible_0;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanPlayReactionBattleLines
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::CanPlayReactionBattleLines()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanPlayReactionBattleLines");
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Params::AC_jRPG_BattleManager_C_CanPlayReactionBattleLines Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanResumeBattle
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::CanResumeBattle()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanResumeBattle");
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Params::AC_jRPG_BattleManager_C_CanResumeBattle Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanRetryBattle
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::CanRetryBattle()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanRetryBattle");
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Params::AC_jRPG_BattleManager_C_CanRetryBattle Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanSendReserveTeam
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::CanSendReserveTeam()
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{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanSendReserveTeam");
|
|
|
|
Params::AC_jRPG_BattleManager_C_CanSendReserveTeam Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_ApplyEnemyStatChanges
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TMap<E_jRPG_StatType, double>& InStats (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
// TMap<E_jRPG_StatType, double>* OutStats (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::Challenge_ApplyEnemyStatChanges(const TMap<E_jRPG_StatType, double>& InStats, TMap<E_jRPG_StatType, double>* OutStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_ApplyEnemyStatChanges");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Challenge_ApplyEnemyStatChanges Parms{};
|
|
|
|
Parms.InStats = std::move(InStats);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OutStats != nullptr)
|
|
*OutStats = std::move(Parms.OutStats);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_GetHeroesDamageLimitOverride
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double UAC_jRPG_BattleManager_C::Challenge_GetHeroesDamageLimitOverride()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_GetHeroesDamageLimitOverride");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Challenge_GetHeroesDamageLimitOverride Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_SetEnemyHealthMutliplier
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Challenge_SetEnemyHealthMutliplier(double Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_SetEnemyHealthMutliplier");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Challenge_SetEnemyHealthMutliplier Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Challenge_SetHeroesDamageLimitOverride
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Challenge_SetHeroesDamageLimitOverride(double Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Challenge_SetHeroesDamageLimitOverride");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Challenge_SetHeroesDamageLimitOverride Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ChangeBattleMap
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TSoftObjectPtr<class ABP_BattleMap_C> BattleMapActor (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ChangeBattleMap(TSoftObjectPtr<class ABP_BattleMap_C> BattleMapActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ChangeBattleMap");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ChangeBattleMap Parms{};
|
|
|
|
Parms.BattleMapActor = BattleMapActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ChangeTeamMotivation
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Delta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const class FText& ReasonText (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void UAC_jRPG_BattleManager_C::ChangeTeamMotivation(double Delta, const class FText& ReasonText)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ChangeTeamMotivation");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ChangeTeamMotivation Parms{};
|
|
|
|
Parms.Delta = Delta;
|
|
Parms.ReasonText = std::move(ReasonText);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckBattleEnd
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* BattleHasEnded (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::CheckBattleEnd(bool* BattleHasEnded)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckBattleEnd");
|
|
|
|
Params::AC_jRPG_BattleManager_C_CheckBattleEnd Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BattleHasEnded != nullptr)
|
|
*BattleHasEnded = Parms.BattleHasEnded;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckForGameOver
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::CheckForGameOver()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckForGameOver");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CleanUpAfterBattle
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::CleanUpAfterBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CleanUpAfterBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ClearBattleMap
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ClearBattleMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ClearBattleMap");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeCharactersForAOECounterAttack
|
|
// (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UAC_jRPG_CharacterBattleStats_C*>ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference)
|
|
|
|
TArray<class UAC_jRPG_CharacterBattleStats_C*> UAC_jRPG_BattleManager_C::ComputeCharactersForAOECounterAttack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeCharactersForAOECounterAttack");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ComputeCharactersForAOECounterAttack Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeExtraLootItems
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ComputeExtraLootItems()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeExtraLootItems");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ComputeFreeAim3rdPersonTargetLocation
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool DEBUG_ForShoot (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* HasHitCharacter (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**CharacterBattle (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* HitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* StartLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ComputeFreeAim3rdPersonTargetLocation(bool DEBUG_ForShoot, bool* HasHitCharacter, class ABP_jRPG_Character_Battle_Base_C** CharacterBattle, struct FVector* HitLocation, struct FVector* StartLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ComputeFreeAim3rdPersonTargetLocation");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ComputeFreeAim3rdPersonTargetLocation Parms{};
|
|
|
|
Parms.DEBUG_ForShoot = DEBUG_ForShoot;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (HasHitCharacter != nullptr)
|
|
*HasHitCharacter = Parms.HasHitCharacter;
|
|
|
|
if (CharacterBattle != nullptr)
|
|
*CharacterBattle = Parms.CharacterBattle;
|
|
|
|
if (HitLocation != nullptr)
|
|
*HitLocation = std::move(Parms.HitLocation);
|
|
|
|
if (StartLocation != nullptr)
|
|
*StartLocation = std::move(Parms.StartLocation);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ConsumeBattleItem
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ConsumeBattleItem(class FName ItemHardcodedName, int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ConsumeBattleItem");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ConsumeBattleItem Parms{};
|
|
|
|
Parms.ItemHardcodedName = ItemHardcodedName;
|
|
Parms.Amount = Amount;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CreateBattleEndVictoryScreen
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UBP_CharacterData_C*>& AllCharacterData (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::CreateBattleEndVictoryScreen(TArray<class UBP_CharacterData_C*>& AllCharacterData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CreateBattleEndVictoryScreen");
|
|
|
|
Params::AC_jRPG_BattleManager_C_CreateBattleEndVictoryScreen Parms{};
|
|
|
|
Parms.AllCharacterData = std::move(AllCharacterData);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
AllCharacterData = std::move(Parms.AllCharacterData);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CreateBattleInterface
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::CreateBattleInterface()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CreateBattleInterface");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DeactivateAllBattleCBM
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::DeactivateAllBattleCBM()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DeactivateAllBattleCBM");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_CVarChange_BattleLine_SkipRoll
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::DEBUG_CVarChange_BattleLine_SkipRoll(bool NewValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_CVarChange_BattleLine_SkipRoll");
|
|
|
|
Params::AC_jRPG_BattleManager_C_DEBUG_CVarChange_BattleLine_SkipRoll Parms{};
|
|
|
|
Parms.NewValue = NewValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_FindPlayerCharacterByName
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& Name_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C** AC_jRPG_CharacterStats (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::DEBUG_FindPlayerCharacterByName(const class FString& Name_0, class UAC_jRPG_CharacterBattleStats_C** AC_jRPG_CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_FindPlayerCharacterByName");
|
|
|
|
Params::AC_jRPG_BattleManager_C_DEBUG_FindPlayerCharacterByName Parms{};
|
|
|
|
Parms.Name_0 = std::move(Name_0);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AC_jRPG_CharacterStats != nullptr)
|
|
*AC_jRPG_CharacterStats = Parms.AC_jRPG_CharacterStats;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DEBUG_GetBattleBuffClassByName
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& _className (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// TSubclassOf<class UBP_BattleBuffInstance_C>*BattleBuffInstanceClass (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::DEBUG_GetBattleBuffClassByName(const class FString& _className, TSubclassOf<class UBP_BattleBuffInstance_C>* BattleBuffInstanceClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DEBUG_GetBattleBuffClassByName");
|
|
|
|
Params::AC_jRPG_BattleManager_C_DEBUG_GetBattleBuffClassByName Parms{};
|
|
|
|
Parms._className = std::move(_className);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BattleBuffInstanceClass != nullptr)
|
|
*BattleBuffInstanceClass = Parms.BattleBuffInstanceClass;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Debug_PrintCharacterTurns
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FText* debugStr (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::Debug_PrintCharacterTurns(class FText* debugStr)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Debug_PrintCharacterTurns");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Debug_PrintCharacterTurns Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (debugStr != nullptr)
|
|
*debugStr = std::move(Parms.debugStr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Debug_PrintToCategory
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Debug_PrintToCategory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Debug_PrintToCategory");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Disable Targeting and Input
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Disable_Targeting_and_Input()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Disable Targeting and Input");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DisableFreeAimControls
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::DisableFreeAimControls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DisableFreeAimControls");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.DispatchEnemiesAlongSpline
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::DispatchEnemiesAlongSpline()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "DispatchEnemiesAlongSpline");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EnableFreeAimControls
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EFreeAimType FreeAimType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::EnableFreeAimControls(EFreeAimType FreeAimType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EnableFreeAimControls");
|
|
|
|
Params::AC_jRPG_BattleManager_C_EnableFreeAimControls Parms{};
|
|
|
|
Parms.FreeAimType = FreeAimType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.End Character Turn
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double UsedInitiative (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::End_Character_Turn(double UsedInitiative)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "End Character Turn");
|
|
|
|
Params::AC_jRPG_BattleManager_C_End_Character_Turn Parms{};
|
|
|
|
Parms.UsedInitiative = UsedInitiative;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EndAOECounterAttack
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::EndAOECounterAttack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EndAOECounterAttack");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.EventBattleStart
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::EventBattleStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "EventBattleStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ExecuteUbergraph_AC_jRPG_BattleManager
|
|
// (Final, UbergraphFunction, HasDefaults)
|
|
// Parameters:
|
|
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ExecuteUbergraph_AC_jRPG_BattleManager(int32 EntryPoint)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ExecuteUbergraph_AC_jRPG_BattleManager");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ExecuteUbergraph_AC_jRPG_BattleManager Parms{};
|
|
|
|
Parms.EntryPoint = EntryPoint;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulDefend
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleFeedbackState_C* DefendInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FeedbackSuccessfulDefend(class UBP_BattleFeedbackState_C* DefendInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulDefend");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulDefend Parms{};
|
|
|
|
Parms.DefendInfo = DefendInfo;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulDodge
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleFeedbackState_C* DodgeInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FeedbackSuccessfulDodge(class UBP_BattleFeedbackState_C* DodgeInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulDodge");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulDodge Parms{};
|
|
|
|
Parms.DodgeInfo = DodgeInfo;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FeedbackSuccessfulParry
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleFeedbackState_C* ParryInfo (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FeedbackSuccessfulParry(class UBP_BattleFeedbackState_C* ParryInfo)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FeedbackSuccessfulParry");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FeedbackSuccessfulParry Parms{};
|
|
|
|
Parms.ParryInfo = ParryInfo;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindActiveSkillSequenceBP
|
|
// (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_EpicBattleSequenceActor_C** EpicSequenceBP (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FindActiveSkillSequenceBP(class ABP_EpicBattleSequenceActor_C** EpicSequenceBP)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindActiveSkillSequenceBP");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FindActiveSkillSequenceBP Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EpicSequenceBP != nullptr)
|
|
*EpicSequenceBP = Parms.EpicSequenceBP;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindBattleItemCount
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32* Quantity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FindBattleItemCount(class FName ItemHardcodedName, int32* Quantity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindBattleItemCount");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FindBattleItemCount Parms{};
|
|
|
|
Parms.ItemHardcodedName = ItemHardcodedName;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Quantity != nullptr)
|
|
*Quantity = Parms.Quantity;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindBattleModifierBuffByClass
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UClass* BuffClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class UBP_BattleBuffInstanceWrapper_C*>*ActiveBuffInstanceWrappers (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::FindBattleModifierBuffByClass(class UClass* BuffClass, TArray<class UBP_BattleBuffInstanceWrapper_C*>* ActiveBuffInstanceWrappers)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindBattleModifierBuffByClass");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FindBattleModifierBuffByClass Parms{};
|
|
|
|
Parms.BuffClass = BuffClass;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ActiveBuffInstanceWrappers != nullptr)
|
|
*ActiveBuffInstanceWrappers = std::move(Parms.ActiveBuffInstanceWrappers);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindCharacterAtBattleSpot
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// ECharacterTeamSelector Team (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FindCharacterAtBattleSpot(ECharacterTeamSelector Team, int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindCharacterAtBattleSpot");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FindCharacterAtBattleSpot Parms{};
|
|
|
|
Parms.Team = Team;
|
|
Parms.SpotIndex = SpotIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Character != nullptr)
|
|
*Character = Parms.Character;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.FindCharacterStatsBattleActor
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**BattleCharacterActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::FindCharacterStatsBattleActor(class UAC_jRPG_CharacterBattleStats_C* CharacterStats, class ABP_jRPG_Character_Battle_Base_C** BattleCharacterActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "FindCharacterStatsBattleActor");
|
|
|
|
Params::AC_jRPG_BattleManager_C_FindCharacterStatsBattleActor Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BattleCharacterActor != nullptr)
|
|
*BattleCharacterActor = Parms.BattleCharacterActor;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ForceBattleEnd
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EBattleEndResult BattleEndResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ForceBattleEnd(EBattleEndResult BattleEndResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ForceBattleEnd");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ForceBattleEnd Parms{};
|
|
|
|
Parms.BattleEndResult = BattleEndResult;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Get Game Director Component
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UBP_GameDirectorComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class UBP_GameDirectorComponent_C* UAC_jRPG_BattleManager_C::Get_Game_Director_Component()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Get Game Director Component");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Get_Game_Director_Component Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetActiveCharacter
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C**CurrentCharacter_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetActiveCharacter(class ABP_jRPG_Character_Battle_Base_C** CurrentCharacter_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetActiveCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetActiveCharacter Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (CurrentCharacter_0 != nullptr)
|
|
*CurrentCharacter_0 = Parms.CurrentCharacter_0;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAliveEnemies
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
TArray<class ABP_jRPG_Character_Battle_Base_C*> UAC_jRPG_BattleManager_C::GetAliveEnemies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAliveEnemies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAliveEnemies Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllActiveBattleBuffComponents
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UBP_BattleBuffComponent_C*>*Array (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllActiveBattleBuffComponents(TArray<class UBP_BattleBuffComponent_C*>* Array)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllActiveBattleBuffComponents");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllActiveBattleBuffComponents Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Array != nullptr)
|
|
*Array = std::move(Parms.Array);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllAliveCharacters
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*AllCharacters (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllAliveCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllAliveCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllAliveCharacters Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AllCharacters != nullptr)
|
|
*AllCharacters = std::move(Parms.AllCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllAllyCharacters_SortedBySpotIndex
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*AllCharacters (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllAllyCharacters_SortedBySpotIndex(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllAllyCharacters_SortedBySpotIndex");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllAllyCharacters_SortedBySpotIndex Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AllCharacters != nullptr)
|
|
*AllCharacters = std::move(Parms.AllCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllCharacters
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*AllCharacters (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllCharacters Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AllCharacters != nullptr)
|
|
*AllCharacters = std::move(Parms.AllCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllEnemyCharacters_SortedBySpotIndex
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*AllEnemies (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllEnemyCharacters_SortedBySpotIndex(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllEnemies)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllEnemyCharacters_SortedBySpotIndex");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllEnemyCharacters_SortedBySpotIndex Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AllEnemies != nullptr)
|
|
*AllEnemies = std::move(Parms.AllEnemies);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllItemsUsableInBattle
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<struct FS_jRPG_Item_DynamicData>*UsableItem (Parm, OutParm, ContainsInstancedReference)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllItemsUsableInBattle(TArray<struct FS_jRPG_Item_DynamicData>* UsableItem)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllItemsUsableInBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllItemsUsableInBattle Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (UsableItem != nullptr)
|
|
*UsableItem = std::move(Parms.UsableItem);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAllPlayerCharacters
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*AllCharacters (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAllPlayerCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>* AllCharacters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAllPlayerCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAllPlayerCharacters Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (AllCharacters != nullptr)
|
|
*AllCharacters = std::move(Parms.AllCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetAssetsToLoadForBattle
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<TSoftClassPtr<class UClass>>* ClassesToLoad (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetAssetsToLoadForBattle(TArray<TSoftClassPtr<class UClass>>* ClassesToLoad)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetAssetsToLoadForBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetAssetsToLoadForBattle Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ClassesToLoad != nullptr)
|
|
*ClassesToLoad = std::move(Parms.ClassesToLoad);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleEndState
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// EBattleEndResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
EBattleEndResult UAC_jRPG_BattleManager_C::GetBattleEndState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleEndState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetBattleEndState Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleItemSkills
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UBP_DataAsset_Skill_C*>* ItemSkills (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetBattleItemSkills(TArray<class UBP_DataAsset_Skill_C*>* ItemSkills)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleItemSkills");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetBattleItemSkills Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ItemSkills != nullptr)
|
|
*ItemSkills = std::move(Parms.ItemSkills);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetBattleItemSkillsScriptClasses
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<TSoftClassPtr<class UClass>>* ItemSkillScriptSoftClasses (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetBattleItemSkillsScriptClasses(TArray<TSoftClassPtr<class UClass>>* ItemSkillScriptSoftClasses)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetBattleItemSkillsScriptClasses");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetBattleItemSkillsScriptClasses Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ItemSkillScriptSoftClasses != nullptr)
|
|
*ItemSkillScriptSoftClasses = std::move(Parms.ItemSkillScriptSoftClasses);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterAssetDependencies
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<TSoftClassPtr<class UClass>>& OutClasses (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharacterAssetDependencies(class FName CharacterId, TArray<TSoftClassPtr<class UClass>>& OutClasses)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterAssetDependencies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharacterAssetDependencies Parms{};
|
|
|
|
Parms.CharacterId = CharacterId;
|
|
Parms.OutClasses = std::move(OutClasses);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
OutClasses = std::move(Parms.OutClasses);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterData
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class FName CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UBP_CharacterData_C** CharacterData (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharacterData(class FName CharacterId, class UBP_CharacterData_C** CharacterData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterData");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharacterData Parms{};
|
|
|
|
Parms.CharacterId = CharacterId;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (CharacterData != nullptr)
|
|
*CharacterData = Parms.CharacterData;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterRadiusForPlacement
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ACharacter* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double UAC_jRPG_BattleManager_C::GetCharacterRadiusForPlacement(class ACharacter* Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterRadiusForPlacement");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharacterRadiusForPlacement Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharactersState
|
|
// (Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&Characters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// TArray<double>* CharactersInitiative (Parm, OutParm)
|
|
// TArray<bool>* CharactersEngagementBonus (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharactersState(TArray<class ABP_jRPG_Character_Battle_Base_C*>& Characters, TArray<double>* CharactersInitiative, TArray<bool>* CharactersEngagementBonus)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharactersState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharactersState Parms{};
|
|
|
|
Parms.Characters = std::move(Characters);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Characters = std::move(Parms.Characters);
|
|
|
|
if (CharactersInitiative != nullptr)
|
|
*CharactersInitiative = std::move(Parms.CharactersInitiative);
|
|
|
|
if (CharactersEngagementBonus != nullptr)
|
|
*CharactersEngagementBonus = std::move(Parms.CharactersEngagementBonus);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharactersWithFormation
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&CharactersArray (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// E_jRPG_FormationType DesiredFormation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*Result (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharactersWithFormation(TArray<class ABP_jRPG_Character_Battle_Base_C*>& CharactersArray, E_jRPG_FormationType DesiredFormation, TArray<class ABP_jRPG_Character_Battle_Base_C*>* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharactersWithFormation");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharactersWithFormation Parms{};
|
|
|
|
Parms.CharactersArray = std::move(CharactersArray);
|
|
Parms.DesiredFormation = DesiredFormation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
CharactersArray = std::move(Parms.CharactersArray);
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterWithMaxInitiative
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Success_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// double* TimeToTurn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharacterWithMaxInitiative(bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterWithMaxInitiative");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharacterWithMaxInitiative Parms{};
|
|
|
|
Parms.DEBUG_Verbose = DEBUG_Verbose;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Success_ != nullptr)
|
|
*Success_ = Parms.Success_;
|
|
|
|
if (Character != nullptr)
|
|
*Character = Parms.Character;
|
|
|
|
if (TimeToTurn != nullptr)
|
|
*TimeToTurn = Parms.TimeToTurn;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCharacterWithMaxInitiativeSimulate
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&Characters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// TArray<double>& CharactersInitiative (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// TArray<bool>& HasEngagementBonus (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// int32 SimulationStep (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool DEBUG_Verbose (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Success_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// double* TimeToTurn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCharacterWithMaxInitiativeSimulate(TArray<class ABP_jRPG_Character_Battle_Base_C*>& Characters, TArray<double>& CharactersInitiative, TArray<bool>& HasEngagementBonus, int32 SimulationStep, bool DEBUG_Verbose, bool* Success_, class ABP_jRPG_Character_Battle_Base_C** Character, double* TimeToTurn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCharacterWithMaxInitiativeSimulate");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCharacterWithMaxInitiativeSimulate Parms{};
|
|
|
|
Parms.Characters = std::move(Characters);
|
|
Parms.CharactersInitiative = std::move(CharactersInitiative);
|
|
Parms.HasEngagementBonus = std::move(HasEngagementBonus);
|
|
Parms.SimulationStep = SimulationStep;
|
|
Parms.DEBUG_Verbose = DEBUG_Verbose;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Characters = std::move(Parms.Characters);
|
|
CharactersInitiative = std::move(Parms.CharactersInitiative);
|
|
HasEngagementBonus = std::move(Parms.HasEngagementBonus);
|
|
|
|
if (Success_ != nullptr)
|
|
*Success_ = Parms.Success_;
|
|
|
|
if (Character != nullptr)
|
|
*Character = Parms.Character;
|
|
|
|
if (TimeToTurn != nullptr)
|
|
*TimeToTurn = Parms.TimeToTurn;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentBattleDifficulty
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// E_GameDifficulty ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
E_GameDifficulty UAC_jRPG_BattleManager_C::GetCurrentBattleDifficulty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentBattleDifficulty");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCurrentBattleDifficulty Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentlyCounteringCharacters
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class UAC_jRPG_CharacterBattleStats_C*>ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference)
|
|
|
|
TArray<class UAC_jRPG_CharacterBattleStats_C*> UAC_jRPG_BattleManager_C::GetCurrentlyCounteringCharacters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentlyCounteringCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCurrentlyCounteringCharacters Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetCurrentlyTargetingSkillState
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_SkillState_C** SkillState (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetCurrentlyTargetingSkillState(class UBP_SkillState_C** SkillState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetCurrentlyTargetingSkillState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetCurrentlyTargetingSkillState Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SkillState != nullptr)
|
|
*SkillState = Parms.SkillState;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetDummyMiddleCharacter
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class ABP_jRPG_Character_Battle_Base_C* UAC_jRPG_BattleManager_C::GetDummyMiddleCharacter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetDummyMiddleCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetDummyMiddleCharacter Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetEquippedCharacterGradientAttacks
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetEquippedCharacterGradientAttacks(class ABP_jRPG_Character_Battle_Base_C* Character, TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetEquippedCharacterGradientAttacks");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetEquippedCharacterGradientAttacks Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EquippedSkills != nullptr)
|
|
*EquippedSkills = std::move(Parms.EquippedSkills);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetEquippedCharacterSkills
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetEquippedCharacterSkills(class ABP_jRPG_Character_Battle_Base_C* Character, TArray<class UBP_DataAsset_Skill_C*>* EquippedSkills)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetEquippedCharacterSkills");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetEquippedCharacterSkills Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EquippedSkills != nullptr)
|
|
*EquippedSkills = std::move(Parms.EquippedSkills);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetExtraLootItems
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TMap<class FName, int32> ReturnValue (Parm, OutParm, ReturnParm)
|
|
|
|
TMap<class FName, int32> UAC_jRPG_BattleManager_C::GetExtraLootItems()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetExtraLootItems");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetExtraLootItems Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetForcedNextCharacters
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TArray<class UAC_jRPG_CharacterBattleStats_C*>ReturnValue (Parm, OutParm, ReturnParm, ContainsInstancedReference)
|
|
|
|
TArray<class UAC_jRPG_CharacterBattleStats_C*> UAC_jRPG_BattleManager_C::GetForcedNextCharacters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetForcedNextCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetForcedNextCharacters Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetGlobalDodgeWindowModifier
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetGlobalDodgeWindowModifier(class UModifierStack_Float** Stack)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetGlobalDodgeWindowModifier");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetGlobalDodgeWindowModifier Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Stack != nullptr)
|
|
*Stack = Parms.Stack;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetGlobalParryWindowModifier
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UModifierStack_Float** Stack (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetGlobalParryWindowModifier(class UModifierStack_Float** Stack)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetGlobalParryWindowModifier");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetGlobalParryWindowModifier Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Stack != nullptr)
|
|
*Stack = Parms.Stack;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetJRPGControllerWorld
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Controller_World_C** JRPG_Controller (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetJRPGControllerWorld(class ABP_jRPG_Controller_World_C** JRPG_Controller)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetJRPGControllerWorld");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetJRPGControllerWorld Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (JRPG_Controller != nullptr)
|
|
*JRPG_Controller = Parms.JRPG_Controller;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetKickedCharacterStateFromHandle
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FFBattleCharacterStoredState* CharacterState (Parm, OutParm, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetKickedCharacterStateFromHandle(struct FGuid& KickedCharacterHandle, bool* Success, struct FFBattleCharacterStoredState* CharacterState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetKickedCharacterStateFromHandle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetKickedCharacterStateFromHandle Parms{};
|
|
|
|
Parms.KickedCharacterHandle = std::move(KickedCharacterHandle);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
KickedCharacterHandle = std::move(Parms.KickedCharacterHandle);
|
|
|
|
if (Success != nullptr)
|
|
*Success = Parms.Success;
|
|
|
|
if (CharacterState != nullptr)
|
|
*CharacterState = std::move(Parms.CharacterState);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetLGUIActor_BattleWheels
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_LGUI_UIContainer_BattleWheelRoot_C*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class ABP_LGUI_UIContainer_BattleWheelRoot_C* UAC_jRPG_BattleManager_C::GetLGUIActor_BattleWheels()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetLGUIActor_BattleWheels");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetLGUIActor_BattleWheels Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetPlayerCharacterAtBattleSpot
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**Character (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetPlayerCharacterAtBattleSpot(int32 SpotIndex, class ABP_jRPG_Character_Battle_Base_C** Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetPlayerCharacterAtBattleSpot");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetPlayerCharacterAtBattleSpot Parms{};
|
|
|
|
Parms.SpotIndex = SpotIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Character != nullptr)
|
|
*Character = Parms.Character;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetProperBattleSpawnPointTransform
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool EnemySpot_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 SpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_jRPG_FormationType FormationType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FTransform* BattleSpotTransform (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_jRPG_FormationType* BattleSpotFormationType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetProperBattleSpawnPointTransform(bool EnemySpot_, int32 SpotIndex, E_jRPG_FormationType FormationType, struct FTransform* BattleSpotTransform, E_jRPG_FormationType* BattleSpotFormationType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetProperBattleSpawnPointTransform");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetProperBattleSpawnPointTransform Parms{};
|
|
|
|
Parms.EnemySpot_ = EnemySpot_;
|
|
Parms.SpotIndex = SpotIndex;
|
|
Parms.FormationType = FormationType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BattleSpotTransform != nullptr)
|
|
*BattleSpotTransform = std::move(Parms.BattleSpotTransform);
|
|
|
|
if (BattleSpotFormationType != nullptr)
|
|
*BattleSpotFormationType = Parms.BattleSpotFormationType;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTargetingManager
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UAC_jRPG_TargetingManager_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class UAC_jRPG_TargetingManager_C* UAC_jRPG_BattleManager_C::GetTargetingManager()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTargetingManager");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetTargetingManager Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTeamMotivationLevel
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// ETeamMotivationLevelType* LevelType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double* LevelProgress (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetTeamMotivationLevel(ETeamMotivationLevelType* LevelType, double* LevelProgress)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTeamMotivationLevel");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetTeamMotivationLevel Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (LevelType != nullptr)
|
|
*LevelType = Parms.LevelType;
|
|
|
|
if (LevelProgress != nullptr)
|
|
*LevelProgress = Parms.LevelProgress;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetTurnCount
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// int32* TurnCount_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetTurnCount(int32* TurnCount_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetTurnCount");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetTurnCount Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (TurnCount_0 != nullptr)
|
|
*TurnCount_0 = Parms.TurnCount_0;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetWorldEnemiesTransforms
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// TMap<class FName, struct FTransform>* EnemiesTransforms (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetWorldEnemiesTransforms(TMap<class FName, struct FTransform>* EnemiesTransforms)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetWorldEnemiesTransforms");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetWorldEnemiesTransforms Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EnemiesTransforms != nullptr)
|
|
*EnemiesTransforms = std::move(Parms.EnemiesTransforms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GoBackToExploration
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::GoBackToExploration()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GoBackToExploration");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.HasBattleModifierBuffOfClass
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UClass* BuffClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::HasBattleModifierBuffOfClass(class UClass* BuffClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "HasBattleModifierBuffOfClass");
|
|
|
|
Params::AC_jRPG_BattleManager_C_HasBattleModifierBuffOfClass Parms{};
|
|
|
|
Parms.BuffClass = BuffClass;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Helper_AddRolledLootToMap
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TMap<class FName, struct FS_RolledLootEntry>&RolledLootMap (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// class FName ItemId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 GeneratedLootLevelOffset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Helper_AddRolledLootToMap(TMap<class FName, struct FS_RolledLootEntry>& RolledLootMap, class FName ItemId, int32 Quantity, int32 GeneratedLootLevelOffset)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Helper_AddRolledLootToMap");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Helper_AddRolledLootToMap Parms{};
|
|
|
|
Parms.RolledLootMap = std::move(RolledLootMap);
|
|
Parms.ItemId = ItemId;
|
|
Parms.Quantity = Quantity;
|
|
Parms.GeneratedLootLevelOffset = GeneratedLootLevelOffset;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
RolledLootMap = std::move(Parms.RolledLootMap);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Helper_TryAddRolledLootToMap
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TMap<class FName, struct FS_RolledLootEntry>&RolledBattleLootEntries (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// class FName ItemDefinitionID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 OffsetLootContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FS_LootContext& LootContext (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Helper_TryAddRolledLootToMap(const TMap<class FName, struct FS_RolledLootEntry>& RolledBattleLootEntries, class FName ItemDefinitionID, int32 Quantity, int32 OffsetLootContext, const struct FS_LootContext& LootContext)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Helper_TryAddRolledLootToMap");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Helper_TryAddRolledLootToMap Parms{};
|
|
|
|
Parms.RolledBattleLootEntries = std::move(RolledBattleLootEntries);
|
|
Parms.ItemDefinitionID = ItemDefinitionID;
|
|
Parms.Quantity = Quantity;
|
|
Parms.OffsetLootContext = OffsetLootContext;
|
|
Parms.LootContext = std::move(LootContext);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.HideBattleMenuTooltip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::HideBattleMenuTooltip()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "HideBattleMenuTooltip");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitBattle
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::InitBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitBattleItemCountsFromInventory
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::InitBattleItemCountsFromInventory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitBattleItemCountsFromInventory");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.InitPlayerCharactersGear
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::InitPlayerCharactersGear()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "InitPlayerCharactersGear");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Internal_MakePlayerCharacterDead
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class ABP_jRPG_Character_Battle_Base_C*&Character (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Internal_MakePlayerCharacterDead(const class ABP_jRPG_Character_Battle_Base_C*& Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Internal_MakePlayerCharacterDead");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Internal_MakePlayerCharacterDead Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Is Attacking Heroes
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Enemy_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// bool* IsAttacking (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*TargetedHeroes (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::Is_Attacking_Heroes(class ABP_jRPG_Enemy_Battle_Base_C* Enemy, bool* IsAttacking, TArray<class ABP_jRPG_Character_Battle_Base_C*>* TargetedHeroes)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Is Attacking Heroes");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Is_Attacking_Heroes Parms{};
|
|
|
|
Parms.Enemy = Enemy;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsAttacking != nullptr)
|
|
*IsAttacking = Parms.IsAttacking;
|
|
|
|
if (TargetedHeroes != nullptr)
|
|
*TargetedHeroes = std::move(Parms.TargetedHeroes);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsAFullTeamDead
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsAFullTeamDead()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsAFullTeamDead");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsAFullTeamDead Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsBattleEnding
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsBattleEnding()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsBattleEnding");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsBattleEnding Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsGradientChargeUnlocked
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsGradientChargeUnlocked()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsGradientChargeUnlocked");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsGradientChargeUnlocked Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsKickedCharacterStateHandleValid
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::IsKickedCharacterStateHandleValid(struct FGuid& KickedCharacterHandle, bool* Success)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsKickedCharacterStateHandleValid");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsKickedCharacterStateHandleValid Parms{};
|
|
|
|
Parms.KickedCharacterHandle = std::move(KickedCharacterHandle);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
KickedCharacterHandle = std::move(Parms.KickedCharacterHandle);
|
|
|
|
if (Success != nullptr)
|
|
*Success = Parms.Success;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsLastStandActive
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsLastStandActive()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsLastStandActive");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsLastStandActive Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsNarrativeBattle
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsNarrativeBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsNarrativeBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsNarrativeBattle Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayerTeamCharacterBase
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// bool* IsPlayerTeam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::IsPlayerTeamCharacterBase(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, bool* IsPlayerTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayerTeamCharacterBase");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsPlayerTeamCharacterBase Parms{};
|
|
|
|
Parms.CharacterBattle = CharacterBattle;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsPlayerTeam != nullptr)
|
|
*IsPlayerTeam = Parms.IsPlayerTeam;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayerTeamCharacterStats
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// bool* IsPlayerTeam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::IsPlayerTeamCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, bool* IsPlayerTeam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayerTeamCharacterStats");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsPlayerTeamCharacterStats Parms{};
|
|
|
|
Parms.CharacterBattleStats = CharacterBattleStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsPlayerTeam != nullptr)
|
|
*IsPlayerTeam = Parms.IsPlayerTeam;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsPlayingFinisher
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::IsPlayingFinisher()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsPlayingFinisher");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsPlayingFinisher Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsShowingTooltip
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* IsShowingTooltip_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::IsShowingTooltip(bool* IsShowingTooltip_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsShowingTooltip");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsShowingTooltip Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsShowingTooltip_0 != nullptr)
|
|
*IsShowingTooltip_0 = Parms.IsShowingTooltip_0;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.IsSkipImpossible
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* SkipImpossible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::IsSkipImpossible(bool* SkipImpossible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "IsSkipImpossible");
|
|
|
|
Params::AC_jRPG_BattleManager_C_IsSkipImpossible Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SkipImpossible != nullptr)
|
|
*SkipImpossible = Parms.SkipImpossible;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.KickCharacterFromBattle_Internal
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class ABP_jRPG_Character_Battle_Base_C*&Character (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
// struct FGuid* KickedCharacterHandle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::KickCharacterFromBattle_Internal(const class ABP_jRPG_Character_Battle_Base_C*& Character, struct FGuid* KickedCharacterHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "KickCharacterFromBattle_Internal");
|
|
|
|
Params::AC_jRPG_BattleManager_C_KickCharacterFromBattle_Internal Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (KickedCharacterHandle != nullptr)
|
|
*KickedCharacterHandle = std::move(Parms.KickedCharacterHandle);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadEncounterSettings
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::LoadEncounterSettings()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadEncounterSettings");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadParty
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::LoadParty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadParty");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.LoadRestartState
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FS_BattleInitialState& BattleInitialState_0 (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::LoadRestartState(const struct FS_BattleInitialState& BattleInitialState_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "LoadRestartState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_LoadRestartState Parms{};
|
|
|
|
Parms.BattleInitialState_0 = std::move(BattleInitialState_0);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.MoveCharactersBackToTheirSpots
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// const class FString& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::MoveCharactersBackToTheirSpots(class USF_BlueprintLatentAction* LatentAction, const class FString& DebugReason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "MoveCharactersBackToTheirSpots");
|
|
|
|
Params::AC_jRPG_BattleManager_C_MoveCharactersBackToTheirSpots Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
Parms.DebugReason = std::move(DebugReason);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.On Character Has Received Damage
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::On_Character_Has_Received_Damage(class UBP_BattleDamages_C* BattleDamages)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "On Character Has Received Damage");
|
|
|
|
Params::AC_jRPG_BattleManager_C_On_Character_Has_Received_Damage Parms{};
|
|
|
|
Parms.BattleDamages = BattleDamages;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllBattleStartEventsTriggered
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnAllBattleStartEventsTriggered()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllBattleStartEventsTriggered");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllEnemiesKilled
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnAllEnemiesKilled()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllEnemiesKilled");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllEnemiesKilledInternal
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnAllEnemiesKilledInternal()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllEnemiesKilledInternal");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllHeroesKilled
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnAllHeroesKilled()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllHeroesKilled");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnAllLastStandsCompleted_Internal
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnAllLastStandsCompleted_Internal()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnAllLastStandsCompleted_Internal");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBackupTeamLoaded
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnBackupTeamLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBackupTeamLoaded");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleDependenciesFullyLoaded
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnBattleDependenciesFullyLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleDependenciesFullyLoaded");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleEndBlockerLifted
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool _isActive (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnBattleEndBlockerLifted(bool _isActive)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleEndBlockerLifted");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnBattleEndBlockerLifted Parms{};
|
|
|
|
Parms._isActive = _isActive;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleEndVictory
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnBattleEndVictory()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleEndVictory");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnBattleMapReady
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnBattleMapReady()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnBattleMapReady");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCancelTargeting
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCancelTargeting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCancelTargeting");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterActionFinished
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterActionFinished(class ABP_jRPG_Character_Battle_Base_C* Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterActionFinished");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterActionFinished Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterDashBackComplete
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* CharacterBase (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterDashBackComplete(class ABP_jRPG_Character_Battle_Base_C* CharacterBase)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterDashBackComplete");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterDashBackComplete Parms{};
|
|
|
|
Parms.CharacterBase = CharacterBase;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterDashBackCompleteComponent
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CombatMovement_C* MovementComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterDashBackCompleteComponent(class UAC_jRPG_CombatMovement_C* MovementComponent)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterDashBackCompleteComponent");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterDashBackCompleteComponent Parms{};
|
|
|
|
Parms.MovementComponent = MovementComponent;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterLastStandEnded
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterLastStandEnded(class UAC_jRPG_CharacterBattleStats_C* CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterLastStandEnded");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterLastStandEnded Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterLastStandStarted
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* CharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterLastStandStarted(class UAC_jRPG_CharacterBattleStats_C* CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterLastStandStarted");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterLastStandStarted Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCharacterReceivedDamages
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// double Damages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UBP_BattleDamages_C* BattleDamages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCharacterReceivedDamages(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, double Damages, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats, class UBP_BattleDamages_C* BattleDamages)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCharacterReceivedDamages");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnCharacterReceivedDamages Parms{};
|
|
|
|
Parms.TargetCharacterStats = TargetCharacterStats;
|
|
Parms.Damages = Damages;
|
|
Parms.SourceCharacterStats = SourceCharacterStats;
|
|
Parms.BattleDamages = BattleDamages;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnComboPressed
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnComboPressed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnComboPressed");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnCounterAttackFinished
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnCounterAttackFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnCounterAttackFinished");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDataLayersActivated
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDataLayersActivated()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDataLayersActivated");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendStart
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDefendStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendStop
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDefendStop()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendStop");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDefendSuccess
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDefendSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDefendSuccess");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnDefendSuccess Parms{};
|
|
|
|
Parms.Character = Character;
|
|
Parms.Enemy = Enemy;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDodgeAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDodgeAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDodgeAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnDodgeSuccess
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnDodgeSuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnDodgeSuccess");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnDodgeSuccess Parms{};
|
|
|
|
Parms.Character = Character;
|
|
Parms.Enemy = Enemy;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnEnemyKilled
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnEnemyKilled(class ABP_jRPG_Character_Battle_Base_C* Enemy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnEnemyKilled");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnEnemyKilled Parms{};
|
|
|
|
Parms.Enemy = Enemy;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_2D0A3697490DFAD752C11F89FD2218CA
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_2D0A3697490DFAD752C11F89FD2218CA()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_2D0A3697490DFAD752C11F89FD2218CA");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_3B9680914EC52C5987B913AB52568CD9
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_3B9680914EC52C5987B913AB52568CD9()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_3B9680914EC52C5987B913AB52568CD9");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAAD8F0606F4
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAAD8F0606F4()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAAD8F0606F4");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAAD978D45F2
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAAD978D45F2()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAAD978D45F2");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_58BC12074BE00B90B5CACAADC430CF2B
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_58BC12074BE00B90B5CACAADC430CF2B()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_58BC12074BE00B90B5CACAADC430CF2B");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_6BC7AB0B46F32A1EE16B0AB17F7837C1");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_6D90D4DD4291EFA19FD1D188BD270CC6");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_7574233641EBEE55E33399A458B6A201
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_7574233641EBEE55E33399A458B6A201()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_7574233641EBEE55E33399A458B6A201");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_81711B71411E4D69320D38B39A03F19F
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_81711B71411E4D69320D38B39A03F19F()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_81711B71411E4D69320D38B39A03F19F");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_846FEEF2465960CA826606AD5416E647
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_846FEEF2465960CA826606AD5416E647()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_846FEEF2465960CA826606AD5416E647");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_87FC6BA24FD98A8FD85B999AF19DF012
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_87FC6BA24FD98A8FD85B999AF19DF012()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_87FC6BA24FD98A8FD85B999AF19DF012");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_AA7B24BA438CCF872213CCB429A957E8
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_AA7B24BA438CCF872213CCB429A957E8()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_AA7B24BA438CCF872213CCB429A957E8");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_BACC7CD44396AB29EC64CAA6E6A2885D");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_D23A3CB34350BC4B7F58FA81A8CA41AF");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnFinished_FDED7E8741285BACE8169884161F56D8
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnFinished_FDED7E8741285BACE8169884161F56D8()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnFinished_FDED7E8741285BACE8169884161F56D8");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGameOverScreenClosed
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnGameOverScreenClosed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGameOverScreenClosed");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGradientCounterAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnGradientCounterAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGradientCounterAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnGradientCounterSuccess
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnGradientCounterSuccess()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnGradientCounterSuccess");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnJumpAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnJumpAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnJumpAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnJumpShot
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnJumpShot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnJumpShot");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLastStandDuringFreeAimFinishedFlow
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnLastStandDuringFreeAimFinishedFlow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLastStandDuringFreeAimFinishedFlow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLastStandFinished
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnLastStandFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLastStandFinished");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UObject* Loaded (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82(class UObject* Loaded)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnLoaded_F58B7C71485B149C4ED04FB5D95BEB82 Parms{};
|
|
|
|
Parms.Loaded = Loaded;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnParryAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnParryAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnParryAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnParrySuccess
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnParrySuccess(class ABP_jRPG_Character_Battle_Base_C* Character, class ABP_jRPG_Character_Battle_Base_C* Enemy)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnParrySuccess");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnParrySuccess Parms{};
|
|
|
|
Parms.Character = Character;
|
|
Parms.Enemy = Enemy;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPhotoModeEntered
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPhotoModeEntered()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPhotoModeEntered");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPhotoModeExited
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPhotoModeExited()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPhotoModeExited");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterKilled
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPlayerCharacterKilled(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterKilled");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnPlayerCharacterKilled Parms{};
|
|
|
|
Parms.PlayerCharacter = PlayerCharacter;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterResurrected
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPlayerCharacterResurrected(class ABP_jRPG_Character_Battle_Base_C* PlayerCharacter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterResurrected");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnPlayerCharacterResurrected Parms{};
|
|
|
|
Parms.PlayerCharacter = PlayerCharacter;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerCharacterTurnStart
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPlayerCharacterTurnStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerCharacterTurnStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnPlayerTurnPreStart
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnPlayerTurnPreStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnPlayerTurnPreStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnRequestDone_8C2416AD4A8AC40CBFE10886B5BA038C");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnReserveTeamResponse
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ShouldSendReserve (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnReserveTeamResponse(bool ShouldSendReserve)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnReserveTeamResponse");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnReserveTeamResponse Parms{};
|
|
|
|
Parms.ShouldSendReserve = ShouldSendReserve;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnRetryEncounterResponse
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ShouldRetry (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnRetryEncounterResponse(bool ShouldRetry)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnRetryEncounterResponse");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnRetryEncounterResponse Parms{};
|
|
|
|
Parms.ShouldRetry = ShouldRetry;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectFlee
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnSelectFlee()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectFlee");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectSkillMenu
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnSelectSkillMenu()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectSkillMenu");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSelectSkip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnSelectSkip()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSelectSkip");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnSkillSelectionClosed
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnSkillSelectionClosed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnSkillSelectionClosed");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnStartTargeting
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnStartTargeting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnStartTargeting");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnStopTargeting
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool WasPreTargeting (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnStopTargeting(bool WasPreTargeting)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnStopTargeting");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnStopTargeting Parms{};
|
|
|
|
Parms.WasPreTargeting = WasPreTargeting;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTargetChanged
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnTargetChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTargetChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTargetingUpdate
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnTargetingUpdate()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTargetingUpdate");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnEndEventBegin
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnTurnEndEventBegin(class ABP_jRPG_Character_Battle_Base_C* Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnEndEventBegin");
|
|
|
|
Params::AC_jRPG_BattleManager_C_OnTurnEndEventBegin Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnEndEventEnd
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnTurnEndEventEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnEndEventEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnTurnSkipped
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnTurnSkipped()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnTurnSkipped");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.OnVictoryScreenClosedFlow
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::OnVictoryScreenClosedFlow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "OnVictoryScreenClosedFlow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PerformFlee
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::PerformFlee()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PerformFlee");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PerformLastStandFlow
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::PerformLastStandFlow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PerformLastStandFlow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PlayFreezeFrameInternal
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// float TimeDilation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// float GameDuration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::PlayFreezeFrameInternal(class USF_BlueprintLatentAction* LatentAction, float TimeDilation, float GameDuration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PlayFreezeFrameInternal");
|
|
|
|
Params::AC_jRPG_BattleManager_C_PlayFreezeFrameInternal Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
Parms.TimeDilation = TimeDilation;
|
|
Parms.GameDuration = GameDuration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PrepareForBackupTeam
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class FName>* BackupTeam (Parm, OutParm)
|
|
// TArray<TSoftClassPtr<class UClass>>* ClassesToLoad (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::PrepareForBackupTeam(TArray<class FName>* BackupTeam, TArray<TSoftClassPtr<class UClass>>* ClassesToLoad)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PrepareForBackupTeam");
|
|
|
|
Params::AC_jRPG_BattleManager_C_PrepareForBackupTeam Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BackupTeam != nullptr)
|
|
*BackupTeam = std::move(Parms.BackupTeam);
|
|
|
|
if (ClassesToLoad != nullptr)
|
|
*ClassesToLoad = std::move(Parms.ClassesToLoad);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PrepareForEncounterRestart
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::PrepareForEncounterRestart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PrepareForEncounterRestart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.PreStopBattleSystems
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::PreStopBattleSystems()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "PreStopBattleSystems");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessAdditionalTurnEndEvent
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessAdditionalTurnEndEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessAdditionalTurnEndEvent");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessLastStandEvents
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessLastStandEvents(class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessLastStandEvents");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ProcessLastStandEvents Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextCharacterBattleStartEvent
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessNextCharacterBattleStartEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextCharacterBattleStartEvent");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextCharacterTurnEnd
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessNextCharacterTurnEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextCharacterTurnEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextFeedback
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessNextFeedback()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextFeedback");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextPendingResurrect
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessNextPendingResurrect(class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextPendingResurrect");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ProcessNextPendingResurrect Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessNextTurnStartListener
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessNextTurnStartListener()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessNextTurnStartListener");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ProcessVictoryEndFlow
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ProcessVictoryEndFlow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ProcessVictoryEndFlow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.QueueForcedNextCharacter
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::QueueForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "QueueForcedNextCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_QueueForcedNextCharacter Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBattleExperience
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 InputPin (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReceiveBattleExperience(int32 InputPin)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBattleExperience");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ReceiveBattleExperience Parms{};
|
|
|
|
Parms.InputPin = InputPin;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBattleRewards
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FS_BattleRewards& BattleRewards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReceiveBattleRewards(struct FS_BattleRewards& BattleRewards)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBattleRewards");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ReceiveBattleRewards Parms{};
|
|
|
|
Parms.BattleRewards = std::move(BattleRewards);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
BattleRewards = std::move(Parms.BattleRewards);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveBeginPlay
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReceiveBeginPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveBeginPlay");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveEndPlay
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReceiveEndPlay(EEndPlayReason EndPlayReason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveEndPlay");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ReceiveEndPlay Parms{};
|
|
|
|
Parms.EndPlayReason = EndPlayReason;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReceiveTick
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReceiveTick(float DeltaSeconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReceiveTick");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ReceiveTick Parms{};
|
|
|
|
Parms.DeltaSeconds = DeltaSeconds;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterBattleListener
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TScriptInterface<class IBPI_BattleListener_C>&NewListener (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::RegisterBattleListener(const TScriptInterface<class IBPI_BattleListener_C>& NewListener)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterBattleListener");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RegisterBattleListener Parms{};
|
|
|
|
Parms.NewListener = NewListener;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterGameInstanceEvents
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::RegisterGameInstanceEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterGameInstanceEvents");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterPauseIMC
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::RegisterPauseIMC(bool Enabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterPauseIMC");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RegisterPauseIMC Parms{};
|
|
|
|
Parms.Enabled = Enabled;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RegisterPendingResurrect
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::RegisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RegisterPendingResurrect");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RegisterPendingResurrect Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ReintegrateCharacterToBattle
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FGuid& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**RespawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ReintegrateCharacterToBattle(struct FGuid& KickedCharacterHandle, class ABP_jRPG_Character_Battle_Base_C** RespawnedCharacter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ReintegrateCharacterToBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ReintegrateCharacterToBattle Parms{};
|
|
|
|
Parms.KickedCharacterHandle = std::move(KickedCharacterHandle);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
KickedCharacterHandle = std::move(Parms.KickedCharacterHandle);
|
|
|
|
if (RespawnedCharacter != nullptr)
|
|
*RespawnedCharacter = Parms.RespawnedCharacter;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveBattleScreenHUD
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::RemoveBattleScreenHUD()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveBattleScreenHUD");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveGlobalDodgeWindowModifier
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::RemoveGlobalDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveGlobalDodgeWindowModifier");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RemoveGlobalDodgeWindowModifier Parms{};
|
|
|
|
Parms.OutModifierHandle = std::move(OutModifierHandle);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
OutModifierHandle = std::move(Parms.OutModifierHandle);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveGlobalParryWindowModifier
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::RemoveGlobalParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveGlobalParryWindowModifier");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RemoveGlobalParryWindowModifier Parms{};
|
|
|
|
Parms.OutModifierHandle = std::move(OutModifierHandle);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
OutModifierHandle = std::move(Parms.OutModifierHandle);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RemoveInvalidKickedCharacterStateHandles
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<struct FGuid>& KickedCharacterHandles (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::RemoveInvalidKickedCharacterStateHandles(TArray<struct FGuid>& KickedCharacterHandles)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RemoveInvalidKickedCharacterStateHandles");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RemoveInvalidKickedCharacterStateHandles Parms{};
|
|
|
|
Parms.KickedCharacterHandles = std::move(KickedCharacterHandles);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
KickedCharacterHandles = std::move(Parms.KickedCharacterHandles);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RequestActionExecution
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::RequestActionExecution(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RequestActionExecution");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RequestActionExecution Parms{};
|
|
|
|
Parms.TargetedCharacters = std::move(TargetedCharacters);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
TargetedCharacters = std::move(Parms.TargetedCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RequestRestartCurrentEncounter
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::RequestRestartCurrentEncounter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RequestRestartCurrentEncounter");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetBattle
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResetBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetGlobalTimeDilationForBattle
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResetGlobalTimeDilationForBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetGlobalTimeDilationForBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResetInterceptions
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResetInterceptions(class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResetInterceptions");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ResetInterceptions Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeAudioFromBattle
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResumeAudioFromBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeAudioFromBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeBattle
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResumeBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeBattleNew
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResumeBattleNew()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeBattleNew");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ResumeExplorationSystems
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool BeforeRestart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ResumeExplorationSystems(bool BeforeRestart)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ResumeExplorationSystems");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ResumeExplorationSystems Parms{};
|
|
|
|
Parms.BeforeRestart = BeforeRestart;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.RollBattleRewards
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FS_BattleRewards* BattleRewards (Parm, OutParm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::RollBattleRewards(struct FS_BattleRewards* BattleRewards)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "RollBattleRewards");
|
|
|
|
Params::AC_jRPG_BattleManager_C_RollBattleRewards Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (BattleRewards != nullptr)
|
|
*BattleRewards = std::move(Parms.BattleRewards);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_AddAP
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_AddAP(const class FString& Character, int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_AddAP");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_AddAP Parms{};
|
|
|
|
Parms.Character = std::move(Character);
|
|
Parms.Amount = Amount;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyBuffToAllEnemies
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& BuffBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_ApplyBuffToAllEnemies(const class FString& BuffBPClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyBuffToAllEnemies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_ApplyBuffToAllEnemies Parms{};
|
|
|
|
Parms.BuffBPClass = std::move(BuffBPClass);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyBuffToAlly
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& AllyName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& BuffBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_ApplyBuffToAlly(const class FString& AllyName, const class FString& BuffBPClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyBuffToAlly");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_ApplyBuffToAlly Parms{};
|
|
|
|
Parms.AllyName = std::move(AllyName);
|
|
Parms.BuffBPClass = std::move(BuffBPClass);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ApplyShieldToEnemies
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 ShieldAmount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_ApplyShieldToEnemies(int32 ShieldAmount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ApplyShieldToEnemies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_ApplyShieldToEnemies Parms{};
|
|
|
|
Parms.ShieldAmount = ShieldAmount;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ChangePerfection
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& CharacterId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// int32 PerfectionChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_ChangePerfection(const class FString& CharacterId, int32 PerfectionChange)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ChangePerfection");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_ChangePerfection Parms{};
|
|
|
|
Parms.CharacterId = std::move(CharacterId);
|
|
Parms.PerfectionChange = PerfectionChange;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_DamageCharacter
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& CharacterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_DamageCharacter_(const class FString& CharacterName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_DamageCharacter ");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_DamageCharacter_ Parms{};
|
|
|
|
Parms.CharacterName = std::move(CharacterName);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_DamageEnemies
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Damages (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_DamageEnemies(double Damages)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_DamageEnemies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_DamageEnemies Parms{};
|
|
|
|
Parms.Damages = Damages;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_HeroesIgnoreDamage
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Ignore (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_HeroesIgnoreDamage(bool Ignore)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_HeroesIgnoreDamage");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_HeroesIgnoreDamage Parms{};
|
|
|
|
Parms.Ignore = Ignore;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillAllEnemies
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_KillAllEnemies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillAllEnemies");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillAllies
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_KillAllies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillAllies");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillCharacter
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& CharacterName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_KillCharacter(const class FString& CharacterName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_KillCharacter Parms{};
|
|
|
|
Parms.CharacterName = std::move(CharacterName);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillCharacterByObject
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_KillCharacterByObject(class UAC_jRPG_CharacterBattleStats_C* Target, class UAC_jRPG_CharacterBattleStats_C* Source)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillCharacterByObject");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_KillCharacterByObject Parms{};
|
|
|
|
Parms.Target = Target;
|
|
Parms.Source = Source;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_KillEnemy
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_KillEnemy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_KillEnemy");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_ReproBurnDeath
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_ReproBurnDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_ReproBurnDeath");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllAlliesAP
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_SetAllAlliesAP(int32 Amount)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllAlliesAP");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_SetAllAlliesAP Parms{};
|
|
|
|
Parms.Amount = Amount;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllAlliesHP
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 HP (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_SetAllAlliesHP(int32 HP)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllAlliesHP");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_SetAllAlliesHP Parms{};
|
|
|
|
Parms.HP = HP;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_SetAllEnemiesHP
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 NewHPValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_SetAllEnemiesHP(int32 NewHPValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_SetAllEnemiesHP");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Sandfall_SetAllEnemiesHP Parms{};
|
|
|
|
Parms.NewHPValue = NewHPValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Sandfall_TestInterception
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::Sandfall_TestInterception()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Sandfall_TestInterception");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SelectAction
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_jRPG_ActionType ActionType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SelectAction(E_jRPG_ActionType ActionType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SelectAction");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SelectAction Parms{};
|
|
|
|
Parms.ActionType = ActionType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SelectSecondaryAction
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName SelectedSecondaryAction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SelectSecondaryAction(class FName SelectedSecondaryAction_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SelectSecondaryAction");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SelectSecondaryAction Parms{};
|
|
|
|
Parms.SelectedSecondaryAction_0 = SelectedSecondaryAction_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetBattleInputEnabled
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetBattleInputEnabled(bool Enabled)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetBattleInputEnabled");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetBattleInputEnabled Parms{};
|
|
|
|
Parms.Enabled = Enabled;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetBattleMapInternal
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_BattleMap_C* BattleMapActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetBattleMapInternal(class ABP_BattleMap_C* BattleMapActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetBattleMapInternal");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetBattleMapInternal Parms{};
|
|
|
|
Parms.BattleMapActor = BattleMapActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetCurrentCharacter
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetCurrentCharacter(class ABP_jRPG_Character_Battle_Base_C* CurrentCharacter_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetCurrentCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetCurrentCharacter Parms{};
|
|
|
|
Parms.CurrentCharacter_0 = CurrentCharacter_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetDebugFlowState
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetDebugFlowState(const class FString& StateName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetDebugFlowState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetDebugFlowState Parms{};
|
|
|
|
Parms.StateName = std::move(StateName);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetDefenseState
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool WantedDefense_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetDefenseState(bool WantedDefense_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetDefenseState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetDefenseState Parms{};
|
|
|
|
Parms.WantedDefense_0 = WantedDefense_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetInputMappingContextEnabled
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bIsEnabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const class UInputMappingContext* MappingContext (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Priority (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetInputMappingContextEnabled(bool bIsEnabled, const class UInputMappingContext* MappingContext, int32 Priority)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetInputMappingContextEnabled");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetInputMappingContextEnabled Parms{};
|
|
|
|
Parms.bIsEnabled = bIsEnabled;
|
|
Parms.MappingContext = MappingContext;
|
|
Parms.Priority = Priority;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetIsSkipImpossible
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsSkipImpossible (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetIsSkipImpossible(bool IsSkipImpossible)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetIsSkipImpossible");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetIsSkipImpossible Parms{};
|
|
|
|
Parms.IsSkipImpossible = IsSkipImpossible;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetLastFatalDamageReceivedReason
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EDamageReason LastDamageReceivedReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetLastFatalDamageReceivedReason(EDamageReason LastDamageReceivedReason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetLastFatalDamageReceivedReason");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SetLastFatalDamageReceivedReason Parms{};
|
|
|
|
Parms.LastDamageReceivedReason = LastDamageReceivedReason;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SetupBattleMap
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SetupBattleMap()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SetupBattleMap");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShouldQueueRevive
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::ShouldQueueRevive()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShouldQueueRevive");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ShouldQueueRevive Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShouldUpdateCharacterDataWithFinalBattleState
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool UAC_jRPG_BattleManager_C::ShouldUpdateCharacterDataWithFinalBattleState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShouldUpdateCharacterDataWithFinalBattleState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ShouldUpdateCharacterDataWithFinalBattleState Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowBattleMenuTooltip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FText& TooltipName (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
// const class FText& TooltipDesc (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void UAC_jRPG_BattleManager_C::ShowBattleMenuTooltip(const class FText& TooltipName, const class FText& TooltipDesc)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowBattleMenuTooltip");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ShowBattleMenuTooltip Parms{};
|
|
|
|
Parms.TooltipName = std::move(TooltipName);
|
|
Parms.TooltipDesc = std::move(TooltipDesc);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowBattleTooltip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FText& ToolTipText (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
// bool AutoFadeout (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::ShowBattleTooltip(const class FText& ToolTipText, bool AutoFadeout)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowBattleTooltip");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ShowBattleTooltip Parms{};
|
|
|
|
Parms.ToolTipText = std::move(ToolTipText);
|
|
Parms.AutoFadeout = AutoFadeout;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowReserveTeamGameOver
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::ShowReserveTeamGameOver()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowReserveTeamGameOver");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ShowSkillTooltip
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FText& TooltipName (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
// const class FText& TooltipDesc (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void UAC_jRPG_BattleManager_C::ShowSkillTooltip(const class FText& TooltipName, const class FText& TooltipDesc)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ShowSkillTooltip");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ShowSkillTooltip Parms{};
|
|
|
|
Parms.TooltipName = std::move(TooltipName);
|
|
Parms.TooltipDesc = std::move(TooltipDesc);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Spawn Player Character
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_CharacterData_C* CharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// int32 BattleSpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_jRPG_FormationType FormationType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**SpawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::Spawn_Player_Character(class UBP_CharacterData_C* CharacterData, int32 BattleSpotIndex, E_jRPG_FormationType FormationType, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Spawn Player Character");
|
|
|
|
Params::AC_jRPG_BattleManager_C_Spawn_Player_Character Parms{};
|
|
|
|
Parms.CharacterData = CharacterData;
|
|
Parms.BattleSpotIndex = BattleSpotIndex;
|
|
Parms.FormationType = FormationType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SpawnedCharacter != nullptr)
|
|
*SpawnedCharacter = Parms.SpawnedCharacter;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnAllCharacters
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnAllCharacters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnAllCharacters");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnBackupTeam
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnBackupTeam()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnBackupTeam");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnBattleSequence
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ULevelSequence* LevelSequence (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* SourceCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// bool SnapOnTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool UseTargetAsOrigin (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool UseTargetOrientation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool LookAtTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool LookAtAttacker (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool DisableSequenceSnapping (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_EpicBattleSequenceActor_C** EpicSequence (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// struct FTransform* AttackerFirstPosition (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnBattleSequence(class ULevelSequence* LevelSequence, class ABP_jRPG_Character_Battle_Base_C* SourceCharacter, TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetCharacters, bool SnapOnTarget, bool UseTargetAsOrigin, bool UseTargetOrientation, bool LookAtTarget, bool LookAtAttacker, bool DisableSequenceSnapping, class ABP_EpicBattleSequenceActor_C** EpicSequence, struct FTransform* AttackerFirstPosition)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnBattleSequence");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SpawnBattleSequence Parms{};
|
|
|
|
Parms.LevelSequence = LevelSequence;
|
|
Parms.SourceCharacter = SourceCharacter;
|
|
Parms.TargetCharacters = std::move(TargetCharacters);
|
|
Parms.SnapOnTarget = SnapOnTarget;
|
|
Parms.UseTargetAsOrigin = UseTargetAsOrigin;
|
|
Parms.UseTargetOrientation = UseTargetOrientation;
|
|
Parms.LookAtTarget = LookAtTarget;
|
|
Parms.LookAtAttacker = LookAtAttacker;
|
|
Parms.DisableSequenceSnapping = DisableSequenceSnapping;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
TargetCharacters = std::move(Parms.TargetCharacters);
|
|
|
|
if (EpicSequence != nullptr)
|
|
*EpicSequence = Parms.EpicSequence;
|
|
|
|
if (AttackerFirstPosition != nullptr)
|
|
*AttackerFirstPosition = std::move(Parms.AttackerFirstPosition);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnCharacterFromStoredState
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFBattleCharacterStoredState&StoredState (BlueprintVisible, BlueprintReadOnly, Parm, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**SpawnedCharacter (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnCharacterFromStoredState(const struct FFBattleCharacterStoredState& StoredState, class ABP_jRPG_Character_Battle_Base_C** SpawnedCharacter)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnCharacterFromStoredState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SpawnCharacterFromStoredState Parms{};
|
|
|
|
Parms.StoredState = std::move(StoredState);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SpawnedCharacter != nullptr)
|
|
*SpawnedCharacter = Parms.SpawnedCharacter;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnEnemies
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnEnemies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnEnemies");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnEnemyOnSpot
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 BattleSpotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FName CharacterHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool NotifyBattleStart (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C**SpawnedEnemy (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* EnemySpawnedLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnEnemyOnSpot(int32 BattleSpotIndex, class FName CharacterHardcodedName, bool NotifyBattleStart, class ABP_jRPG_Character_Battle_Base_C** SpawnedEnemy, struct FVector* EnemySpawnedLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnEnemyOnSpot");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SpawnEnemyOnSpot Parms{};
|
|
|
|
Parms.BattleSpotIndex = BattleSpotIndex;
|
|
Parms.CharacterHardcodedName = CharacterHardcodedName;
|
|
Parms.NotifyBattleStart = NotifyBattleStart;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SpawnedEnemy != nullptr)
|
|
*SpawnedEnemy = Parms.SpawnedEnemy;
|
|
|
|
if (EnemySpawnedLocation != nullptr)
|
|
*EnemySpawnedLocation = std::move(Parms.EnemySpawnedLocation);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnExtraPlayerCharacter
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_CharacterData_C* CharacterData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnExtraPlayerCharacter(class UBP_CharacterData_C* CharacterData)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnExtraPlayerCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SpawnExtraPlayerCharacter Parms{};
|
|
|
|
Parms.CharacterData = CharacterData;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnOnlyRequestedTeam
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnOnlyRequestedTeam()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnOnlyRequestedTeam");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnPlayerCharactersFromParty
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::SpawnPlayerCharactersFromParty()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnPlayerCharactersFromParty");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SpawnPuppetCharacter
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UClass* CharacterBPClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C* PuppetedBy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// double Scale (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class ABP_jRPG_Character_Battle_Base_C* UAC_jRPG_BattleManager_C::SpawnPuppetCharacter(class UClass* CharacterBPClass, class UAC_jRPG_CharacterBattleStats_C* PuppetedBy, double Scale)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SpawnPuppetCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SpawnPuppetCharacter Parms{};
|
|
|
|
Parms.CharacterBPClass = CharacterBPClass;
|
|
Parms.PuppetedBy = PuppetedBy;
|
|
Parms.Scale = Scale;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartAudioForBattle
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartAudioForBattle(class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartAudioForBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartAudioForBattle Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattle
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_jRPG_EngageTypes EngageType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartBattle(E_jRPG_EngageTypes EngageType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattle");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartBattle Parms{};
|
|
|
|
Parms.EngageType = EngageType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleEndFlow
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// EBattleEndResult BattleEndResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartBattleEndFlow(EBattleEndResult BattleEndResult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleEndFlow");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartBattleEndFlow Parms{};
|
|
|
|
Parms.BattleEndResult = BattleEndResult;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleNEW
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FFBattleStartParams& BattleStartParams (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartBattleNEW(const struct FFBattleStartParams& BattleStartParams)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleNEW");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartBattleNEW Parms{};
|
|
|
|
Parms.BattleStartParams = std::move(BattleStartParams);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartBattleTransition
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* TransitionIntroLatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartBattleTransition(class USF_BlueprintLatentAction* TransitionIntroLatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartBattleTransition");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartBattleTransition Parms{};
|
|
|
|
Parms.TransitionIntroLatentAction = TransitionIntroLatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCharacterTurn
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Character (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartCharacterTurn(class ABP_jRPG_Character_Battle_Base_C* Character)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCharacterTurn");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartCharacterTurn Parms{};
|
|
|
|
Parms.Character = Character;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCharacterTurn_Phase2
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartCharacterTurn_Phase2()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCharacterTurn_Phase2");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartCounterAttackInternal
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class ABP_jRPG_Character_Battle_Base_C* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartCounterAttackInternal(class ABP_jRPG_Character_Battle_Base_C* Source, class ABP_jRPG_Character_Battle_Base_C* Target)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartCounterAttackInternal");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartCounterAttackInternal Parms{};
|
|
|
|
Parms.Source = Source;
|
|
Parms.Target = Target;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartFreeAimFromUI
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartFreeAimFromUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartFreeAimFromUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartFreezeFrame
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_FreezeFrame FreezeFrameType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class USF_BlueprintLatentAction** LatentAction (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartFreezeFrame(E_FreezeFrame FreezeFrameType, class USF_BlueprintLatentAction** LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartFreezeFrame");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StartFreezeFrame Parms{};
|
|
|
|
Parms.FreezeFrameType = FreezeFrameType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (LatentAction != nullptr)
|
|
*LatentAction = Parms.LatentAction;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartPlayerTurnChoice
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartPlayerTurnChoice()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartPlayerTurnChoice");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StartPreloadingBattleDependencies
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StartPreloadingBattleDependencies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StartPreloadingBattleDependencies");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StopBattleSystems
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StopBattleSystems()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StopBattleSystems");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StoreAllCharacterFinalStates
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::StoreAllCharacterFinalStates()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StoreAllCharacterFinalStates");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.StoreCharacterFinalState
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::StoreCharacterFinalState(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "StoreCharacterFinalState");
|
|
|
|
Params::AC_jRPG_BattleManager_C_StoreCharacterFinalState Parms{};
|
|
|
|
Parms.CharacterBattle = CharacterBattle;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.SwitchCamera
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName PathID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool RandomStartDistance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool Loop (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool UpdatePathLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::SwitchCamera(class FName PathID, bool RandomStartDistance, bool Loop, bool UpdatePathLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "SwitchCamera");
|
|
|
|
Params::AC_jRPG_BattleManager_C_SwitchCamera Parms{};
|
|
|
|
Parms.PathID = PathID;
|
|
Parms.RandomStartDistance = RandomStartDistance;
|
|
Parms.Loop = Loop;
|
|
Parms.UpdatePathLocation = UpdatePathLocation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TODO_STARTBATTLE
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TODO_STARTBATTLE()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TODO_STARTBATTLE");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerAbandonBattle
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerAbandonBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerAbandonBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEvents
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerBattleStartEvents(class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEvents");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TriggerBattleStartEvents Parms{};
|
|
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEventsForCharacters
|
|
// (HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&CharactersToProcess (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// class USF_BlueprintLatentAction* LatentAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerBattleStartEventsForCharacters(TArray<class ABP_jRPG_Character_Battle_Base_C*>& CharactersToProcess, class USF_BlueprintLatentAction* LatentAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEventsForCharacters");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TriggerBattleStartEventsForCharacters Parms{};
|
|
|
|
Parms.CharactersToProcess = std::move(CharactersToProcess);
|
|
Parms.LatentAction = LatentAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
CharactersToProcess = std::move(Parms.CharactersToProcess);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerBattleStartEventsInstant
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerBattleStartEventsInstant()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerBattleStartEventsInstant");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerPostBattleEvents
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerPostBattleEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerPostBattleEvents");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerSkill
|
|
// (HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// class UAC_jRPG_CharacterBattleStats_C* Source (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UClass* SkillClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerSkill(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters, class UAC_jRPG_CharacterBattleStats_C* Source, class UClass* SkillClass)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerSkill");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TriggerSkill Parms{};
|
|
|
|
Parms.TargetedCharacters = std::move(TargetedCharacters);
|
|
Parms.Source = Source;
|
|
Parms.SkillClass = SkillClass;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
TargetedCharacters = std::move(Parms.TargetedCharacters);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TriggerSkillCounter
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C* CounteringCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UClass* Skill (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TriggerSkillCounter(class UAC_jRPG_CharacterBattleStats_C* TargetCharacterStats, class UAC_jRPG_CharacterBattleStats_C* CounteringCharacterStats, class UClass* Skill)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TriggerSkillCounter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TriggerSkillCounter Parms{};
|
|
|
|
Parms.TargetCharacterStats = TargetCharacterStats;
|
|
Parms.CounteringCharacterStats = CounteringCharacterStats;
|
|
Parms.Skill = Skill;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryCounterAttack
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleFeedbackState_C* ParryState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryCounterAttack(class UBP_BattleFeedbackState_C* ParryState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryCounterAttack");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryCounterAttack Parms{};
|
|
|
|
Parms.ParryState = ParryState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryFlushBattleStateToGameState
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryFlushBattleStateToGameState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryFlushBattleStateToGameState");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryForceUnregisterPendingResurrect
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class UAC_jRPG_CharacterBattleStats_C*&CharStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryForceUnregisterPendingResurrect(const class UAC_jRPG_CharacterBattleStats_C*& CharStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryForceUnregisterPendingResurrect");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryForceUnregisterPendingResurrect Parms{};
|
|
|
|
Parms.CharStats = CharStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGetInterceptingCharacter
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* TargetedCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C* AttackerCharacterStats (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UAC_jRPG_CharacterBattleStats_C** CharacterStats (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryGetInterceptingCharacter(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacterStats, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacterStats, class UAC_jRPG_CharacterBattleStats_C** CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGetInterceptingCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryGetInterceptingCharacter Parms{};
|
|
|
|
Parms.TargetedCharacterStats = TargetedCharacterStats;
|
|
Parms.AttackerCharacterStats = AttackerCharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (CharacterStats != nullptr)
|
|
*CharacterStats = Parms.CharacterStats;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGetTargetedAllies
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Valid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<class ABP_jRPG_Character_Battle_Base_C*>*TargetedHeroes (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryGetTargetedAllies(bool* Valid, TArray<class ABP_jRPG_Character_Battle_Base_C*>* TargetedHeroes)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGetTargetedAllies");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryGetTargetedAllies Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Valid != nullptr)
|
|
*Valid = Parms.Valid;
|
|
|
|
if (TargetedHeroes != nullptr)
|
|
*TargetedHeroes = std::move(Parms.TargetedHeroes);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryGradientCounterAttack
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UBP_BattleFeedbackState_C* ParryState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryGradientCounterAttack(class UBP_BattleFeedbackState_C* ParryState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryGradientCounterAttack");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryGradientCounterAttack Parms{};
|
|
|
|
Parms.ParryState = ParryState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryLastStand
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_jRPG_Character_Battle_Base_C* CharacterBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// EDamageReason DeathReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* HasLastStand (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryLastStand(class ABP_jRPG_Character_Battle_Base_C* CharacterBattle, EDamageReason DeathReason, bool* HasLastStand)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryLastStand");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryLastStand Parms{};
|
|
|
|
Parms.CharacterBattle = CharacterBattle;
|
|
Parms.DeathReason = DeathReason;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (HasLastStand != nullptr)
|
|
*HasLastStand = Parms.HasLastStand;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryNotifyChallenges
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryNotifyChallenges()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryNotifyChallenges");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryProcessPendingBattleEnd
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryProcessPendingBattleEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryProcessPendingBattleEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryRemoveQueuedForcedNextCharacter
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class UAC_jRPG_CharacterBattleStats_C*&CharacterStats (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, InstancedReference, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryRemoveQueuedForcedNextCharacter(const class UAC_jRPG_CharacterBattleStats_C*& CharacterStats)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryRemoveQueuedForcedNextCharacter");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryRemoveQueuedForcedNextCharacter Parms{};
|
|
|
|
Parms.CharacterStats = CharacterStats;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryResumeBattle
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryResumeBattle()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryResumeBattle");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.TryStealConsumableFromPlayer
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAC_jRPG_CharacterBattleStats_C* Thief (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FDataTableRowHandle& ConsumableDataRow (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
|
|
// int32 Quantity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32* RemovedQuantity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::TryStealConsumableFromPlayer(class UAC_jRPG_CharacterBattleStats_C* Thief, const struct FDataTableRowHandle& ConsumableDataRow, int32 Quantity, int32* RemovedQuantity)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "TryStealConsumableFromPlayer");
|
|
|
|
Params::AC_jRPG_BattleManager_C_TryStealConsumableFromPlayer Parms{};
|
|
|
|
Parms.Thief = Thief;
|
|
Parms.ConsumableDataRow = std::move(ConsumableDataRow);
|
|
Parms.Quantity = Quantity;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (RemovedQuantity != nullptr)
|
|
*RemovedQuantity = Parms.RemovedQuantity;
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnbindEventOnBattleFinished
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TDelegate<void(bool Victory)>& Event (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnbindEventOnBattleFinished(const TDelegate<void(bool Victory)>& Event)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnbindEventOnBattleFinished");
|
|
|
|
Params::AC_jRPG_BattleManager_C_UnbindEventOnBattleFinished Parms{};
|
|
|
|
Parms.Event = Event;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnlockNoDamageBossAchievement
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnlockNoDamageBossAchievement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnlockNoDamageBossAchievement");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnregisterBattleListener
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TScriptInterface<class IBPI_BattleListener_C>&Item (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnregisterBattleListener(const TScriptInterface<class IBPI_BattleListener_C>& Item)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnregisterBattleListener");
|
|
|
|
Params::AC_jRPG_BattleManager_C_UnregisterBattleListener Parms{};
|
|
|
|
Parms.Item = Item;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnregisterGameInstanceEvents
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnregisterGameInstanceEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnregisterGameInstanceEvents");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnspawnEnemies
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnspawnEnemies()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnspawnEnemies");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UnspawnPlayerCharacters
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UnspawnPlayerCharacters()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UnspawnPlayerCharacters");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateBattleEndVictoryScreen
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class UAC_jRPG_CharacterBattleStats_C*>&CharacterBattleStats (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
|
|
// struct FS_BattleRewards& BattleRewards (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::UpdateBattleEndVictoryScreen(TArray<class UAC_jRPG_CharacterBattleStats_C*>& CharacterBattleStats, struct FS_BattleRewards& BattleRewards)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateBattleEndVictoryScreen");
|
|
|
|
Params::AC_jRPG_BattleManager_C_UpdateBattleEndVictoryScreen Parms{};
|
|
|
|
Parms.CharacterBattleStats = std::move(CharacterBattleStats);
|
|
Parms.BattleRewards = std::move(BattleRewards);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
CharacterBattleStats = std::move(Parms.CharacterBattleStats);
|
|
BattleRewards = std::move(Parms.BattleRewards);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateBattleTurns
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UpdateBattleTurns()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateBattleTurns");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateCharacterNextTurns
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UpdateCharacterNextTurns()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateCharacterNextTurns");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDefend
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FText& DebugReason (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void UAC_jRPG_BattleManager_C::UpdateDefend(const class FText& DebugReason)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDefend");
|
|
|
|
Params::AC_jRPG_BattleManager_C_UpdateDefend Parms{};
|
|
|
|
Parms.DebugReason = std::move(DebugReason);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDefenseControls
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void UAC_jRPG_BattleManager_C::UpdateDefenseControls()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDefenseControls");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateDummyMiddleCharacterLocation
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::UpdateDummyMiddleCharacterLocation()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDummyMiddleCharacterLocation");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateFreeAimHover
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::UpdateFreeAimHover()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateFreeAimHover");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateMouseTargeting
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// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UAC_jRPG_BattleManager_C::UpdateMouseTargeting()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateMouseTargeting");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Was Battle No Damage
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool UAC_jRPG_BattleManager_C::Was_Battle_No_Damage()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Was Battle No Damage");
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Params::AC_jRPG_BattleManager_C_Was_Battle_No_Damage Parms{};
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckIfAlreadyLootedItem
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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|
// TArray<struct FS_jRPG_Item_DynamicData>&LootedItems (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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|
// class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool* AlreadyLooted_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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|
// int32* SlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAC_jRPG_BattleManager_C::CheckIfAlreadyLootedItem(TArray<struct FS_jRPG_Item_DynamicData>& LootedItems, class FName ItemHardcodedName, bool* AlreadyLooted_, int32* SlotIndex) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CheckIfAlreadyLootedItem");
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|
|
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Params::AC_jRPG_BattleManager_C_CheckIfAlreadyLootedItem Parms{};
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|
|
|
Parms.LootedItems = std::move(LootedItems);
|
|
Parms.ItemHardcodedName = ItemHardcodedName;
|
|
|
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UObject::ProcessEvent(Func, &Parms);
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|
|
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LootedItems = std::move(Parms.LootedItems);
|
|
|
|
if (AlreadyLooted_ != nullptr)
|
|
*AlreadyLooted_ = Parms.AlreadyLooted_;
|
|
|
|
if (SlotIndex != nullptr)
|
|
*SlotIndex = Parms.SlotIndex;
|
|
}
|
|
|
|
|
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// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ConcatActors
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// TArray<class AActor*>& Actors (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// class FText* Result (Parm, OutParm)
|
|
|
|
void UAC_jRPG_BattleManager_C::ConcatActors(TArray<class AActor*>& Actors, class FText* Result) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ConcatActors");
|
|
|
|
Params::AC_jRPG_BattleManager_C_ConcatActors Parms{};
|
|
|
|
Parms.Actors = std::move(Actors);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Actors = std::move(Parms.Actors);
|
|
|
|
if (Result != nullptr)
|
|
*Result = std::move(Parms.Result);
|
|
}
|
|
|
|
|
|
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.GetQTEManager
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UBP_QTEManager_C** QTEManager (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void UAC_jRPG_BattleManager_C::GetQTEManager(class UBP_QTEManager_C** QTEManager) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "GetQTEManager");
|
|
|
|
Params::AC_jRPG_BattleManager_C_GetQTEManager Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (QTEManager != nullptr)
|
|
*QTEManager = Parms.QTEManager;
|
|
}
|
|
|
|
}
|
|
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