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

6454 lines
236 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AC_jRPG_BattleManager
#include "Basic.hpp"
#include "AC_jRPG_BattleManager_classes.hpp"
#include "AC_jRPG_BattleManager_parameters.hpp"
namespace SDK
{
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.ActivateCharacterCamera
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::ActivateCharacterCamera()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "ActivateCharacterCamera");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AdaptSpawnedCharacterLocation
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector& BaseLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// struct FVector* GroundLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AdaptSpawnedCharacterLocation(const struct FVector& BaseLocation, const TArray<class AActor*>& ActorsToIgnore, struct FVector* GroundLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AdaptSpawnedCharacterLocation");
Params::AC_jRPG_BattleManager_C_AdaptSpawnedCharacterLocation Parms{};
Parms.BaseLocation = std::move(BaseLocation);
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
UObject::ProcessEvent(Func, &Parms);
if (GroundLocation != nullptr)
*GroundLocation = std::move(Parms.GroundLocation);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddBattleModifierBuff
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UBP_BattleBuffInstance_C* BuffInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool ForcePermanent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AddBattleModifierBuff(class UBP_BattleBuffInstance_C* BuffInstance, bool ForcePermanent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddBattleModifierBuff");
Params::AC_jRPG_BattleManager_C_AddBattleModifierBuff Parms{};
Parms.BuffInstance = BuffInstance;
Parms.ForcePermanent = ForcePermanent;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddChallengeModifiers
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::AddChallengeModifiers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddChallengeModifiers");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDefenseSuccessFeedback
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::AddDefenseSuccessFeedback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDefenseSuccessFeedback");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddDodgeSuccessFeedback
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::AddDodgeSuccessFeedback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddDodgeSuccessFeedback");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddExtraLootItem
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FName ItemId (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const int32 Quantity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const class FString& Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AddExtraLootItem(const class FName ItemId, const int32 Quantity, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddExtraLootItem");
Params::AC_jRPG_BattleManager_C_AddExtraLootItem Parms{};
Parms.ItemId = ItemId;
Parms.Quantity = Quantity;
Parms.Reason = std::move(Reason);
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalDodgeWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AddGlobalDodgeWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalDodgeWindowModifier");
Params::AC_jRPG_BattleManager_C_AddGlobalDodgeWindowModifier Parms{};
Parms.Multiplier = Multiplier;
Parms.OutModifierHandle = std::move(OutModifierHandle);
Parms.DebugName = std::move(DebugName);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddGlobalParryWindowModifier
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Multiplier (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FSF_ModifierStackEntryHandle& OutModifierHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// const class FString& DebugName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AddGlobalParryWindowModifier(float Multiplier, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddGlobalParryWindowModifier");
Params::AC_jRPG_BattleManager_C_AddGlobalParryWindowModifier Parms{};
Parms.Multiplier = Multiplier;
Parms.OutModifierHandle = std::move(OutModifierHandle);
Parms.DebugName = std::move(DebugName);
UObject::ProcessEvent(Func, &Parms);
OutModifierHandle = std::move(Parms.OutModifierHandle);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddInitativeToAllCharacters
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::AddInitativeToAllCharacters()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddInitativeToAllCharacters");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AddParrySuccessFeedback
// (Public, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::AddParrySuccessFeedback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AddParrySuccessFeedback");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.AreAllKickedCharacterStateHandleValid
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// TArray<struct FGuid>& KickedCharacterHandle (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::AreAllKickedCharacterStateHandleValid(TArray<struct FGuid>& KickedCharacterHandle, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "AreAllKickedCharacterStateHandleValid");
Params::AC_jRPG_BattleManager_C_AreAllKickedCharacterStateHandleValid 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.BattleStart_ProcessNextCharacter_SkillSetup
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::BattleStart_ProcessNextCharacter_SkillSetup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BattleStart_ProcessNextCharacter_SkillSetup");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BeginAOECounterAttack
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::BeginAOECounterAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BeginAOECounterAttack");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.BindEventOnBattleFinished
// (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::BindEventOnBattleFinished(const TDelegate<void(bool Victory)>& Event)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "BindEventOnBattleFinished");
Params::AC_jRPG_BattleManager_C_BindEventOnBattleFinished Parms{};
Parms.Event = Event;
UObject::ProcessEvent(Func, &Parms);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanAbandonBattle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::CanAbandonBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanAbandonBattle");
Params::AC_jRPG_BattleManager_C_CanAbandonBattle Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CancelFreeAimFromUI
// (BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::CancelFreeAimFromUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CancelFreeAimFromUI");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanCharactersCounterAttackEnemySkill
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ABP_jRPG_Character_Battle_Base_C* EnemyCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// TArray<class ABP_jRPG_Character_Battle_Base_C*>&TargetedCharacters (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// bool* CanCounter (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanCharactersCounterAttackEnemySkill");
Params::AC_jRPG_BattleManager_C_CanCharactersCounterAttackEnemySkill Parms{};
Parms.EnemyCharacter = EnemyCharacter;
Parms.TargetedCharacters = std::move(TargetedCharacters);
UObject::ProcessEvent(Func, &Parms);
TargetedCharacters = std::move(Parms.TargetedCharacters);
if (CanCounter != nullptr)
*CanCounter = Parms.CanCounter;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanFleeCurrentFight
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* FleeImpossible_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAC_jRPG_BattleManager_C::CanFleeCurrentFight(bool* FleeImpossible_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanFleeCurrentFight");
Params::AC_jRPG_BattleManager_C_CanFleeCurrentFight Parms{};
UObject::ProcessEvent(Func, &Parms);
if (FleeImpossible_0 != nullptr)
*FleeImpossible_0 = Parms.FleeImpossible_0;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanPlayReactionBattleLines
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::CanPlayReactionBattleLines()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanPlayReactionBattleLines");
Params::AC_jRPG_BattleManager_C_CanPlayReactionBattleLines Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanResumeBattle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::CanResumeBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanResumeBattle");
Params::AC_jRPG_BattleManager_C_CanResumeBattle Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanRetryBattle
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::CanRetryBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "CanRetryBattle");
Params::AC_jRPG_BattleManager_C_CanRetryBattle Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CanSendReserveTeam
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::CanSendReserveTeam()
{
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
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::UpdateDummyMiddleCharacterLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateDummyMiddleCharacterLocation");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateFreeAimHover
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::UpdateFreeAimHover()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateFreeAimHover");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.UpdateMouseTargeting
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
void UAC_jRPG_BattleManager_C::UpdateMouseTargeting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "UpdateMouseTargeting");
UObject::ProcessEvent(Func, nullptr);
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.Was Battle No Damage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool UAC_jRPG_BattleManager_C::Was_Battle_No_Damage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("AC_jRPG_BattleManager_C", "Was Battle No Damage");
Params::AC_jRPG_BattleManager_C_Was_Battle_No_Damage Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function AC_jRPG_BattleManager.AC_jRPG_BattleManager_C.CheckIfAlreadyLootedItem
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// TArray<struct FS_jRPG_Item_DynamicData>&LootedItems (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
// class FName ItemHardcodedName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool* AlreadyLooted_ (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32* SlotIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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");
Params::AC_jRPG_BattleManager_C_CheckIfAlreadyLootedItem Parms{};
Parms.LootedItems = std::move(LootedItems);
Parms.ItemHardcodedName = ItemHardcodedName;
UObject::ProcessEvent(Func, &Parms);
LootedItems = std::move(Parms.LootedItems);
if (AlreadyLooted_ != nullptr)
*AlreadyLooted_ = Parms.AlreadyLooted_;
if (SlotIndex != nullptr)
*SlotIndex = Parms.SlotIndex;
}
// 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;
}
}