6612 lines
238 KiB
C++
6612 lines
238 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: BP_CombatCharacter
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#include "Basic.hpp"
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#include "BP_CombatCharacter_classes.hpp"
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#include "BP_CombatCharacter_parameters.hpp"
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namespace SDK
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{
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// Function BP_CombatCharacter.BP_CombatCharacter_C.AddAccessActivity
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const EDCSActivityType AddAct (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::AddAccessActivity(const EDCSActivityType AddAct)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "AddAccessActivity");
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Params::BP_CombatCharacter_C_AddAccessActivity Parms{};
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Parms.AddAct = AddAct;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.AddShapeMesh
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class USkeletalMesh* SkeletalMesh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UClass* NewClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class USkeletalMeshComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
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class USkeletalMeshComponent* ABP_CombatCharacter_C::AddShapeMesh(class USkeletalMesh* SkeletalMesh, class UClass* NewClass)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "AddShapeMesh");
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Params::BP_CombatCharacter_C_AddShapeMesh Parms{};
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Parms.SkeletalMesh = SkeletalMesh;
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Parms.NewClass = NewClass;
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.AttachLockDisplayComponent
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* ParentActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class USceneComponent* ParentComponent_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class FName AttachSocket (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::AttachLockDisplayComponent(class AActor* ParentActor, class USceneComponent* ParentComponent_0, class FName AttachSocket, bool* Succeed)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "AttachLockDisplayComponent");
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Params::BP_CombatCharacter_C_AttachLockDisplayComponent Parms{};
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Parms.ParentActor = ParentActor;
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Parms.ParentComponent_0 = ParentComponent_0;
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Parms.AttachSocket = AttachSocket;
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UObject::ProcessEvent(Func, &Parms);
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if (Succeed != nullptr)
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*Succeed = Parms.Succeed;
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.AttemptBackstab
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::AttemptBackstab(bool* Result)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "AttemptBackstab");
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Params::BP_CombatCharacter_C_AttemptBackstab Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Result != nullptr)
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*Result = Parms.Result;
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.AttemptExecute
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::AttemptExecute(bool* Result)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "AttemptExecute");
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Params::BP_CombatCharacter_C_AttemptExecute Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (Result != nullptr)
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*Result = Parms.Result;
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BeginInteract
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// (Public, BlueprintCallable, BlueprintEvent)
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void ABP_CombatCharacter_C::BeginInteract()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BeginInteract");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.bLock
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// (Public, BlueprintCallable, BlueprintEvent)
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void ABP_CombatCharacter_C::bLock()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "bLock");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature
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// (BlueprintEvent)
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void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnBreakableAnim__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool AttackCounterAccelerate_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double AttackCounterAccelerateRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool Breakable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature(E_InputBufferKey Key, bool AttackCounterAccelerate_0, double AttackCounterAccelerateRate, bool Breakable)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__BP_CombatCharacter_InputBuffer_K2Node_ComponentBoundEvent_0_OnInputBufferCloseAndConsumed__DelegateSignature Parms{};
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Parms.Key = Key;
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Parms.AttackCounterAccelerate_0 = AttackCounterAccelerate_0;
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Parms.AttackCounterAccelerateRate = AttackCounterAccelerateRate;
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Parms.Breakable = Breakable;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// bool Valid (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature(bool Valid)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__BP_CombatCharacter_SpringArmsComponent_K2Node_ComponentBoundEvent_0_OnLockingTargetValidUpdated__DelegateSignature Parms{};
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Parms.Valid = Valid;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature
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// (HasOutParams, BlueprintEvent)
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// Parameters:
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// class UPrimitiveComponent* HitComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class AActor* OtherActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPrimitiveComponent* OtherComp (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// const struct FVector& NormalImpulse (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// const struct FHitResult& Hit (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
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void ABP_CombatCharacter_C::BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature(class UPrimitiveComponent* HitComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_2_ComponentHitSignature__DelegateSignature Parms{};
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Parms.HitComponent = HitComponent;
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Parms.OtherActor = OtherActor;
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Parms.OtherComp = OtherComp;
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Parms.NormalImpulse = std::move(NormalImpulse);
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Parms.Hit = std::move(Hit);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// bool Enabled (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature(bool Enabled)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__DynamicTargeting_K2Node_ComponentBoundEvent_61_OnTargetingToggled__DelegateSignature Parms{};
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Parms.Enabled = Enabled;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// int32 RequestVersion (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// E_State BreakableState_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature(int32 RequestVersion, E_InputBufferKey Key, E_State BreakableState_0)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__InputBuffer_K2Node_ComponentBoundEvent_1_OnInputBufferPreConsumeRequest__DelegateSignature Parms{};
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Parms.RequestVersion = RequestVersion;
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Parms.Key = Key;
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Parms.BreakableState_0 = BreakableState_0;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature(E_InputBufferKey Key)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature");
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Params::BP_CombatCharacter_C_BndEvt__InputBuffer_K2Node_ComponentBoundEvent_2_OnInputBufferConsumed__DelegateSignature Parms{};
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Parms.Key = Key;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature
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// (BlueprintEvent)
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void ABP_CombatCharacter_C::BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BndEvt__InputBuffer_K2Node_ComponentBoundEvent_4_OnInputBufferClose__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BP_CombatCharacter_AutoGenFunc
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool NewAIAlertBattle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::BP_CombatCharacter_AutoGenFunc(bool NewAIAlertBattle)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BP_CombatCharacter_AutoGenFunc");
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Params::BP_CombatCharacter_C_BP_CombatCharacter_AutoGenFunc Parms{};
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Parms.NewAIAlertBattle = NewAIAlertBattle;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.BreakImmersionMainUI
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// (Public, BlueprintCallable, BlueprintEvent)
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void ABP_CombatCharacter_C::BreakImmersionMainUI()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "BreakImmersionMainUI");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.CalculateLeanAmount
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// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// double* LeanAmount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double* InterpSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::CalculateLeanAmount(double* LeanAmount, double* InterpSpeed)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "CalculateLeanAmount");
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Params::BP_CombatCharacter_C_CalculateLeanAmount Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (LeanAmount != nullptr)
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*LeanAmount = Parms.LeanAmount;
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if (InterpSpeed != nullptr)
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*InterpSpeed = Parms.InterpSpeed;
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.CallGameSettingValueInit
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// (Public, BlueprintCallable, BlueprintEvent)
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void ABP_CombatCharacter_C::CallGameSettingValueInit()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "CallGameSettingValueInit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_JumpToHeavyAttackSection
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// (Net, NetServer, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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void ABP_CombatCharacter_C::CallSync_JumpToHeavyAttackSection(class UAnimMontage* Montage)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_JumpToHeavyAttackSection");
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Params::BP_CombatCharacter_C_CallSync_JumpToHeavyAttackSection Parms{};
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Parms.Montage = Montage;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_StopAnimMontage
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// (Net, NetServer, BlueprintCallable, BlueprintEvent)
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void ABP_CombatCharacter_C::CallSync_StopAnimMontage()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_StopAnimMontage");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_CombatCharacter.BP_CombatCharacter_C.CallSync_StopMontage
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// (Net, NetServer, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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|
|
void ABP_CombatCharacter_C::CallSync_StopMontage(const class UAnimMontage* Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CallSync_StopMontage");
|
|
|
|
Params::BP_CombatCharacter_C_CallSync_StopMontage Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.camera smooth__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::camera_smooth__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "camera smooth__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.camera smooth__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::camera_smooth__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "camera smooth__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CameraIsShoulderViewWhenLock
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::CameraIsShoulderViewWhenLock()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CameraIsShoulderViewWhenLock");
|
|
|
|
Params::BP_CombatCharacter_C_CameraIsShoulderViewWhenLock Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CameraIsTargetingLock
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* return_value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CameraIsTargetingLock(bool* return_value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CameraIsTargetingLock");
|
|
|
|
Params::BP_CombatCharacter_C_CameraIsTargetingLock Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (return_value != nullptr)
|
|
*return_value = Parms.return_value;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanBowAttack
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanBowAttack(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanBowAttack");
|
|
|
|
Params::BP_CombatCharacter_C_CanBowAttack Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanCastAbility
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanCastAbility(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanCastAbility");
|
|
|
|
Params::BP_CombatCharacter_C_CanCastAbility Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanCharge
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanCharge(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanCharge");
|
|
|
|
Params::BP_CombatCharacter_C_CanCharge Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanMeleeAttack
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double WillCostStamina (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool exclusive_empty_handed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// EDCSActionType Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanMeleeAttack(double WillCostStamina, bool exclusive_empty_handed, EDCSActionType Action, bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanMeleeAttack");
|
|
|
|
Params::BP_CombatCharacter_C_CanMeleeAttack Parms{};
|
|
|
|
Parms.WillCostStamina = WillCostStamina;
|
|
Parms.exclusive_empty_handed = exclusive_empty_handed;
|
|
Parms.Action = Action;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanOpenUI
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanOpenUI(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanOpenUI");
|
|
|
|
Params::BP_CombatCharacter_C_CanOpenUI Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanRoll
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanRoll(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanRoll");
|
|
|
|
Params::BP_CombatCharacter_C_CanRoll Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanSlowDown
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanSlowDown(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanSlowDown");
|
|
|
|
Params::BP_CombatCharacter_C_CanSlowDown Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CanUseOrSwitchItem
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CanUseOrSwitchItem(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CanUseOrSwitchItem");
|
|
|
|
Params::BP_CombatCharacter_C_CanUseOrSwitchItem Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ChangeSpellBS
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ChangeSpellBS(double Time)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ChangeSpellBS");
|
|
|
|
Params::BP_CombatCharacter_C_ChangeSpellBS Parms{};
|
|
|
|
Parms.Time = Time;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Charge
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Charge()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Charge");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteCandition_Tick
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::CheckExecuteCandition_Tick()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteCandition_Tick");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteCondition
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* CanExecute (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32* SkillID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class AAbstractCharacter_C** OutTarget (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CheckExecuteCondition(bool* CanExecute, int32* SkillID, class AAbstractCharacter_C** OutTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteCondition");
|
|
|
|
Params::BP_CombatCharacter_C_CheckExecuteCondition Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (CanExecute != nullptr)
|
|
*CanExecute = Parms.CanExecute;
|
|
|
|
if (SkillID != nullptr)
|
|
*SkillID = Parms.SkillID;
|
|
|
|
if (OutTarget != nullptr)
|
|
*OutTarget = Parms.OutTarget;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckExecuteHeightDelta
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class AAbstractCharacter_C* TargetCharacter (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// double HeightDelta (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::CheckExecuteHeightDelta(class AAbstractCharacter_C* TargetCharacter, double HeightDelta)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckExecuteHeightDelta");
|
|
|
|
Params::BP_CombatCharacter_C_CheckExecuteHeightDelta Parms{};
|
|
|
|
Parms.TargetCharacter = TargetCharacter;
|
|
Parms.HeightDelta = HeightDelta;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckPerfectBuffComsumeByNextWeaponSkill
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CheckPerfectBuffComsumeByNextWeaponSkill(bool* Success)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckPerfectBuffComsumeByNextWeaponSkill");
|
|
|
|
Params::BP_CombatCharacter_C_CheckPerfectBuffComsumeByNextWeaponSkill Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Success != nullptr)
|
|
*Success = Parms.Success;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckResetLastRollDirection
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferKey BufferKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::CheckResetLastRollDirection(E_InputBufferKey BufferKey)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckResetLastRollDirection");
|
|
|
|
Params::BP_CombatCharacter_C_CheckResetLastRollDirection Parms{};
|
|
|
|
Parms.BufferKey = BufferKey;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CheckWidgetQueueFinished
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::CheckWidgetQueueFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CheckWidgetQueueFinished");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ChooseMontageIndex_override
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Tag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// int32* Index_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ChooseMontageIndex_override(const struct FGameplayTag& Tag, int32* Index_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ChooseMontageIndex_override");
|
|
|
|
Params::BP_CombatCharacter_C_ChooseMontageIndex_override Parms{};
|
|
|
|
Parms.Tag = std::move(Tag);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Index_0 != nullptr)
|
|
*Index_0 = Parms.Index_0;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ClambLadder
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ClambLadder()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ClambLadder");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ClearCachedInputRightBeforeDisableInput
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ClearCachedInputRightBeforeDisableInput()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ClearCachedInputRightBeforeDisableInput");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ClearMovementStartEndPlay
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ClearMovementStartEndPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ClearMovementStartEndPlay");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ClosedUI
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ClosedUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ClosedUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ConsumeWL
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 NowNum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 ConsumeNum (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* if_play (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32* NewNum (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ConsumeWL(int32 NowNum, int32 ConsumeNum, bool* if_play, int32* NewNum)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ConsumeWL");
|
|
|
|
Params::BP_CombatCharacter_C_ConsumeWL Parms{};
|
|
|
|
Parms.NowNum = NowNum;
|
|
Parms.ConsumeNum = ConsumeNum;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (if_play != nullptr)
|
|
*if_play = Parms.if_play;
|
|
|
|
if (NewNum != nullptr)
|
|
*NewNum = Parms.NewNum;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.coverMontageDataTable
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UDataTable* InDataTable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class UDataTable** OutDataTable (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::coverMontageDataTable(class UDataTable* InDataTable, class UDataTable** OutDataTable)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "coverMontageDataTable");
|
|
|
|
Params::BP_CombatCharacter_C_coverMontageDataTable Parms{};
|
|
|
|
Parms.InDataTable = InDataTable;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OutDataTable != nullptr)
|
|
*OutDataTable = Parms.OutDataTable;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CreateDeathUI
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::CreateDeathUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CreateDeathUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CreateNoticeForObj
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FText& Content (BlueprintVisible, BlueprintReadOnly, Parm)
|
|
|
|
void ABP_CombatCharacter_C::CreateNoticeForObj(const class FText& Content)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CreateNoticeForObj");
|
|
|
|
Params::BP_CombatCharacter_C_CreateNoticeForObj Parms{};
|
|
|
|
Parms.Content = std::move(Content);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CreateWidget
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::CreateWidget()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CreateWidget");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.CustomJump
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::CustomJump()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "CustomJump");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.DelayShowGameUIEvent
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::DelayShowGameUIEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "DelayShowGameUIEvent");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.DetachLockDisplayComponent
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* ParentActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::DetachLockDisplayComponent(class AActor* ParentActor, bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "DetachLockDisplayComponent");
|
|
|
|
Params::BP_CombatCharacter_C_DetachLockDisplayComponent Parms{};
|
|
|
|
Parms.ParentActor = ParentActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Do Buffer Input Main
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferKey NewParam (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Do_Buffer_Input_Main(E_InputBufferKey NewParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Do Buffer Input Main");
|
|
|
|
Params::BP_CombatCharacter_C_Do_Buffer_Input_Main Parms{};
|
|
|
|
Parms.NewParam = NewParam;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.DoDirectionalLightIntensity
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double DL_Player (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double DL_AINPC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::DoDirectionalLightIntensity(double DL_Player, double DL_AINPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "DoDirectionalLightIntensity");
|
|
|
|
Params::BP_CombatCharacter_C_DoDirectionalLightIntensity Parms{};
|
|
|
|
Parms.DL_Player = DL_Player;
|
|
Parms.DL_AINPC = DL_AINPC;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.DoesHoldBowString
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::DoesHoldBowString(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "DoesHoldBowString");
|
|
|
|
Params::BP_CombatCharacter_C_DoesHoldBowString Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.EnableCameraArmCheck
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::EnableCameraArmCheck()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "EnableCameraArmCheck");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.EndInteract
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::EndInteract()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "EndInteract");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.EndRebornFireEvent
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::EndRebornFireEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "EndRebornFireEvent");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.EquipExecuteWeapon
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::EquipExecuteWeapon()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "EquipExecuteWeapon");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ExecuteUbergraph_BP_CombatCharacter
|
|
// (Final, UbergraphFunction, HasDefaults)
|
|
// Parameters:
|
|
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ExecuteUbergraph_BP_CombatCharacter(int32 EntryPoint)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ExecuteUbergraph_BP_CombatCharacter");
|
|
|
|
Params::BP_CombatCharacter_C_ExecuteUbergraph_BP_CombatCharacter Parms{};
|
|
|
|
Parms.EntryPoint = EntryPoint;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.FeatherEffect
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::FeatherEffect(double Count)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "FeatherEffect");
|
|
|
|
Params::BP_CombatCharacter_C_FeatherEffect Parms{};
|
|
|
|
Parms.Count = Count;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.FindStateByString
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& StringState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// E_State* EState (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::FindStateByString(const class FString& StringState, E_State* EState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "FindStateByString");
|
|
|
|
Params::BP_CombatCharacter_C_FindStateByString Parms{};
|
|
|
|
Parms.StringState = std::move(StringState);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EState != nullptr)
|
|
*EState = Parms.EState;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.FinishLadder
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::FinishLadder()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "FinishLadder");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Fix Camera Lag Sprint
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Fix_Camera_Lag_Sprint()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Fix Camera Lag Sprint");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Force Acting Effect
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* BackstabbedActor_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 SkillID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Force_Acting_Effect(class AActor* BackstabbedActor_0, E_EffectType Type, int32 SkillID, bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Force Acting Effect");
|
|
|
|
Params::BP_CombatCharacter_C_Force_Acting_Effect Parms{};
|
|
|
|
Parms.BackstabbedActor_0 = BackstabbedActor_0;
|
|
Parms.Type = Type;
|
|
Parms.SkillID = SkillID;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Force Quit If Exist Duplicate Player
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Force_Quit_If_Exist_Duplicate_Player()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Force Quit If Exist Duplicate Player");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ForceUseShoulderView
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::ForceUseShoulderView()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ForceUseShoulderView");
|
|
|
|
Params::BP_CombatCharacter_C_ForceUseShoulderView Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ForwardDirectionInputAxisValue_OnServer
|
|
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ForwardDirectionInputAxisValue_OnServer(double NewValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ForwardDirectionInputAxisValue_OnServer");
|
|
|
|
Params::BP_CombatCharacter_C_ForwardDirectionInputAxisValue_OnServer Parms{};
|
|
|
|
Parms.NewValue = NewValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ForwardDirectionInputAxisValue_RepSet
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ForwardDirectionInputAxisValue_RepSet(double NewValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ForwardDirectionInputAxisValue_RepSet");
|
|
|
|
Params::BP_CombatCharacter_C_ForwardDirectionInputAxisValue_RepSet Parms{};
|
|
|
|
Parms.NewValue = NewValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Get Active Weapon
|
|
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// int32* WeaponSortId (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Get_Active_Weapon(int32* WeaponSortId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Get Active Weapon");
|
|
|
|
Params::BP_CombatCharacter_C_Get_Active_Weapon Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (WeaponSortId != nullptr)
|
|
*WeaponSortId = Parms.WeaponSortId;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Get My New Item Show Tag Component
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UNewItemShowTagComponent_C** Component (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Get_My_New_Item_Show_Tag_Component(class UNewItemShowTagComponent_C** Component)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Get My New Item Show Tag Component");
|
|
|
|
Params::BP_CombatCharacter_C_Get_My_New_Item_Show_Tag_Component Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Component != nullptr)
|
|
*Component = Parms.Component;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Get Player Montage from Game Play Tag
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& game_play_tag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// int32 MontageIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Get_Player_Montage_from_Game_Play_Tag(const struct FGameplayTag& game_play_tag, int32 MontageIndex, class UAnimMontage** Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Get Player Montage from Game Play Tag");
|
|
|
|
Params::BP_CombatCharacter_C_Get_Player_Montage_from_Game_Play_Tag Parms{};
|
|
|
|
Parms.game_play_tag = std::move(game_play_tag);
|
|
Parms.MontageIndex = MontageIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montage != nullptr)
|
|
*Montage = Parms.Montage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetAimAlpha
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetAimAlpha(double* Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetAimAlpha");
|
|
|
|
Params::BP_CombatCharacter_C_GetAimAlpha Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Value != nullptr)
|
|
*Value = Parms.Value;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetAimTarget
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Bullet_From (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* Bullet_To (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetAimTarget(struct FVector* Bullet_From, struct FVector* Bullet_To, bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetAimTarget");
|
|
|
|
Params::BP_CombatCharacter_C_GetAimTarget Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Bullet_From != nullptr)
|
|
*Bullet_From = std::move(Parms.Bullet_From);
|
|
|
|
if (Bullet_To != nullptr)
|
|
*Bullet_To = std::move(Parms.Bullet_To);
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetAllSocketLocation_Targetable
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Distance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// TArray<struct FVector>* Locations (Parm, OutParm)
|
|
// TArray<bool>* CanUse (Parm, OutParm)
|
|
|
|
void ABP_CombatCharacter_C::GetAllSocketLocation_Targetable(double Distance, TArray<struct FVector>* Locations, TArray<bool>* CanUse)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetAllSocketLocation_Targetable");
|
|
|
|
Params::BP_CombatCharacter_C_GetAllSocketLocation_Targetable Parms{};
|
|
|
|
Parms.Distance = Distance;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Locations != nullptr)
|
|
*Locations = std::move(Parms.Locations);
|
|
|
|
if (CanUse != nullptr)
|
|
*CanUse = std::move(Parms.CanUse);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetBlockMontage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetBlockMontage(class UAnimMontage** Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetBlockMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetBlockMontage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montage != nullptr)
|
|
*Montage = Parms.Montage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetBowStringSocketName
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName* Name_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetBowStringSocketName(class FName* Name_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetBowStringSocketName");
|
|
|
|
Params::BP_CombatCharacter_C_GetBowStringSocketName Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Name_0 != nullptr)
|
|
*Name_0 = Parms.Name_0;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetCameraTargetingLockedActor
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class AActor** SelectedActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetCameraTargetingLockedActor(class AActor** SelectedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetCameraTargetingLockedActor");
|
|
|
|
Params::BP_CombatCharacter_C_GetCameraTargetingLockedActor Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SelectedActor != nullptr)
|
|
*SelectedActor = Parms.SelectedActor;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetCastingSpeed
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetCastingSpeed(double* Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetCastingSpeed");
|
|
|
|
Params::BP_CombatCharacter_C_GetCastingSpeed Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Value != nullptr)
|
|
*Value = Parms.Value;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetChargeMontage
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage** ChargeMontage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetChargeMontage(class UAnimMontage** ChargeMontage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetChargeMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetChargeMontage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ChargeMontage != nullptr)
|
|
*ChargeMontage = Parms.ChargeMontage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetCurrentMontageInstanceId
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
int32 ABP_CombatCharacter_C::GetCurrentMontageInstanceId()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetCurrentMontageInstanceId");
|
|
|
|
Params::BP_CombatCharacter_C_GetCurrentMontageInstanceId Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredRotaion_Fix
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void ABP_CombatCharacter_C::GetDesiredRotaion_Fix(struct FRotator* Rotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredRotaion_Fix");
|
|
|
|
Params::BP_CombatCharacter_C_GetDesiredRotaion_Fix Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Rotation != nullptr)
|
|
*Rotation = std::move(Parms.Rotation);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetFootLocation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Loc (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetFootLocation(struct FVector* Loc)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetFootLocation");
|
|
|
|
Params::BP_CombatCharacter_C_GetFootLocation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Loc != nullptr)
|
|
*Loc = std::move(Parms.Loc);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetFreemoveDirection
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// struct FVector* Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetFreemoveDirection(struct FVector* Direction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetFreemoveDirection");
|
|
|
|
Params::BP_CombatCharacter_C_GetFreemoveDirection Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Direction != nullptr)
|
|
*Direction = std::move(Parms.Direction);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetImpactMontage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetImpactMontage(class UAnimMontage** Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetImpactMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetImpactMontage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montage != nullptr)
|
|
*Montage = Parms.Montage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetJogSpeed
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* JogSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetJogSpeed(double* JogSpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetJogSpeed");
|
|
|
|
Params::BP_CombatCharacter_C_GetJogSpeed Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (JogSpeed != nullptr)
|
|
*JogSpeed = Parms.JogSpeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetLastMovementInput
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
struct FVector ABP_CombatCharacter_C::GetLastMovementInput()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetLastMovementInput");
|
|
|
|
Params::BP_CombatCharacter_C_GetLastMovementInput Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetLevelSaver
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UPlugin_LevelSaver_C** Plugin_LevelSaver (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetLevelSaver(class UPlugin_LevelSaver_C** Plugin_LevelSaver)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetLevelSaver");
|
|
|
|
Params::BP_CombatCharacter_C_GetLevelSaver Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Plugin_LevelSaver != nullptr)
|
|
*Plugin_LevelSaver = Parms.Plugin_LevelSaver;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetLightsActorIsOn
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* IsOpened (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetLightsActorIsOn(bool* IsOpened)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetLightsActorIsOn");
|
|
|
|
Params::BP_CombatCharacter_C_GetLightsActorIsOn Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsOpened != nullptr)
|
|
*IsOpened = Parms.IsOpened;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetLockedTargetInputDirection
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// struct FVector* Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetLockedTargetInputDirection(struct FVector* Direction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetLockedTargetInputDirection");
|
|
|
|
Params::BP_CombatCharacter_C_GetLockedTargetInputDirection Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Direction != nullptr)
|
|
*Direction = std::move(Parms.Direction);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMagicDamage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double* Value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetMagicDamage(double* Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMagicDamage");
|
|
|
|
Params::BP_CombatCharacter_C_GetMagicDamage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Value != nullptr)
|
|
*Value = Parms.Value;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyEnhanceInput
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UEnhanceInputDispatcher_C** EnhenceInputDispatcher (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetMyEnhanceInput(class UEnhanceInputDispatcher_C** EnhenceInputDispatcher)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyEnhanceInput");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyEnhanceInput Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (EnhenceInputDispatcher != nullptr)
|
|
*EnhenceInputDispatcher = Parms.EnhenceInputDispatcher;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyHorizontalLook
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetMyHorizontalLook()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyHorizontalLook");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyHorizontalLook Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyLadderUp
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetMyLadderUp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyLadderUp");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyLadderUp Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyMoveForward
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetMyMoveForward()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyMoveForward");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyMoveForward Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyMoveRight
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetMyMoveRight()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyMoveRight");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyMoveRight Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyNpcFriend
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UNpcFriend_C** NpcFriend (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetMyNpcFriend(class UNpcFriend_C** NpcFriend)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyNpcFriend");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyNpcFriend Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (NpcFriend != nullptr)
|
|
*NpcFriend = Parms.NpcFriend;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyVerticalLook
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetMyVerticalLook()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyVerticalLook");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyVerticalLook Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetParriedMontage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetParriedMontage(class UAnimMontage** Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetParriedMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetParriedMontage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montage != nullptr)
|
|
*Montage = Parms.Montage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetRebornFireWidget
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UWB_PlumeArchive_Main_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class UWB_PlumeArchive_Main_C* ABP_CombatCharacter_C::GetRebornFireWidget()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetRebornFireWidget");
|
|
|
|
Params::BP_CombatCharacter_C_GetRebornFireWidget Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetRollMontage
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage** RollMontage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction* OutRollDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetRollMontage(class UAnimMontage** RollMontage, E_MontageAction* OutRollDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetRollMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetRollMontage Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (RollMontage != nullptr)
|
|
*RollMontage = Parms.RollMontage;
|
|
|
|
if (OutRollDirection != nullptr)
|
|
*OutRollDirection = Parms.OutRollDirection;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetShapeParentMesh
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class USkeletalMeshComponent* ABP_CombatCharacter_C::GetShapeParentMesh()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetShapeParentMesh");
|
|
|
|
Params::BP_CombatCharacter_C_GetShapeParentMesh Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetSocketSelect_Targetable
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32* SelectIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetSocketSelect_Targetable(int32* SelectIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetSocketSelect_Targetable");
|
|
|
|
Params::BP_CombatCharacter_C_GetSocketSelect_Targetable Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SelectIndex != nullptr)
|
|
*SelectIndex = Parms.SelectIndex;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetSpawnedArrowTransform
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FTransform* Transform (Parm, OutParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetSpawnedArrowTransform(struct FTransform* Transform)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetSpawnedArrowTransform");
|
|
|
|
Params::BP_CombatCharacter_C_GetSpawnedArrowTransform Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Transform != nullptr)
|
|
*Transform = std::move(Parms.Transform);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetSpotParam
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* Intensity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double* Temperature (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetSpotParam(double* Intensity, double* Temperature)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetSpotParam");
|
|
|
|
Params::BP_CombatCharacter_C_GetSpotParam Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Intensity != nullptr)
|
|
*Intensity = Parms.Intensity;
|
|
|
|
if (Temperature != nullptr)
|
|
*Temperature = Parms.Temperature;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetSprintSpeed
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* SprintSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetSprintSpeed(double* SprintSpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetSprintSpeed");
|
|
|
|
Params::BP_CombatCharacter_C_GetSprintSpeed Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (SprintSpeed != nullptr)
|
|
*SprintSpeed = Parms.SprintSpeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetableCameraIndex_Override
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* OverrideIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32* ReturnIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetTargetableCameraIndex_Override(bool* OverrideIndex, int32* ReturnIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetableCameraIndex_Override");
|
|
|
|
Params::BP_CombatCharacter_C_GetTargetableCameraIndex_Override Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OverrideIndex != nullptr)
|
|
*OverrideIndex = Parms.OverrideIndex;
|
|
|
|
if (ReturnIndex != nullptr)
|
|
*ReturnIndex = Parms.ReturnIndex;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetLocation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetTargetLocation(struct FVector* Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetLocation");
|
|
|
|
Params::BP_CombatCharacter_C_GetTargetLocation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Location != nullptr)
|
|
*Location = std::move(Parms.Location);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetTargetLocation_Attack
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetTargetLocation_Attack(struct FVector* Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetTargetLocation_Attack");
|
|
|
|
Params::BP_CombatCharacter_C_GetTargetLocation_Attack Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Location != nullptr)
|
|
*Location = std::move(Parms.Location);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetThrowTargetLocation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetThrowTargetLocation(struct FVector* Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetThrowTargetLocation");
|
|
|
|
Params::BP_CombatCharacter_C_GetThrowTargetLocation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Location != nullptr)
|
|
*Location = std::move(Parms.Location);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetWaitingFlashMontage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 Index_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage** Montage (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetWaitingFlashMontage(int32 Index_0, class UAnimMontage** Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetWaitingFlashMontage");
|
|
|
|
Params::BP_CombatCharacter_C_GetWaitingFlashMontage Parms{};
|
|
|
|
Parms.Index_0 = Index_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montage != nullptr)
|
|
*Montage = Parms.Montage;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetWalkSpeed
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* WalkSpeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetWalkSpeed(double* WalkSpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetWalkSpeed");
|
|
|
|
Params::BP_CombatCharacter_C_GetWalkSpeed Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (WalkSpeed != nullptr)
|
|
*WalkSpeed = Parms.WalkSpeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.HasAccess
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// EDCSActionType Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::HasAccess(EDCSActionType Action)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "HasAccess");
|
|
|
|
Params::BP_CombatCharacter_C_HasAccess Parms{};
|
|
|
|
Parms.Action = Action;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.HideCrosshair
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::HideCrosshair()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "HideCrosshair");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.HideMainWeapon
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bNewHidden (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::HideMainWeapon(bool bNewHidden)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "HideMainWeapon");
|
|
|
|
Params::BP_CombatCharacter_C_HideMainWeapon Parms{};
|
|
|
|
Parms.bNewHidden = bNewHidden;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IdleToMoveCallRollAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::IdleToMoveCallRollAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IdleToMoveCallRollAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Impl Death
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Impl_Death()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Impl Death");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.impl get ladder position
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::impl_get_ladder_position(double* Position)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "impl get ladder position");
|
|
|
|
Params::BP_CombatCharacter_C_impl_get_ladder_position Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Position != nullptr)
|
|
*Position = Parms.Position;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplBreakpoint2
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& InParam0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& InParam1 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplBreakpoint2(const class FString& InParam0, const class FString& InParam1)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplBreakpoint2");
|
|
|
|
Params::BP_CombatCharacter_C_ImplBreakpoint2 Parms{};
|
|
|
|
Parms.InParam0 = std::move(InParam0);
|
|
Parms.InParam1 = std::move(InParam1);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InitBindGameSetting
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InitBindGameSetting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InitBindGameSetting");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InitializePlayer
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InitializePlayer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InitializePlayer");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InitializePlayer_OtherPlayer
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InitializePlayer_OtherPlayer()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InitializePlayer_OtherPlayer");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InnerPrintMovementLog
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InnerPrintMovementLog()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InnerPrintMovementLog");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0
|
|
// (BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FInputActionValue& ActionValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
|
|
// float ElapsedTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// float TriggeredTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const class UInputAction* SourceAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0");
|
|
|
|
Params::BP_CombatCharacter_C_InpActEvt_IP_Inventory_K2Node_EnhancedInputActionEvent_0 Parms{};
|
|
|
|
Parms.ActionValue = std::move(ActionValue);
|
|
Parms.ElapsedTime = ElapsedTime;
|
|
Parms.TriggeredTime = TriggeredTime;
|
|
Parms.SourceAction = SourceAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1
|
|
// (BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FInputActionValue& ActionValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
|
|
// float ElapsedTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// float TriggeredTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const class UInputAction* SourceAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1(const struct FInputActionValue& ActionValue, float ElapsedTime, float TriggeredTime, const class UInputAction* SourceAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1");
|
|
|
|
Params::BP_CombatCharacter_C_InpActEvt_IP_Thumbstick_Right_K2Node_EnhancedInputActionEvent_1 Parms{};
|
|
|
|
Parms.ActionValue = std::move(ActionValue);
|
|
Parms.ElapsedTime = ElapsedTime;
|
|
Parms.TriggeredTime = TriggeredTime;
|
|
Parms.SourceAction = SourceAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InputDrawWeapon
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InputDrawWeapon()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InputDrawWeapon");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InputUIPlayback
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& Input (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::InputUIPlayback(const class FString& Input)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InputUIPlayback");
|
|
|
|
Params::BP_CombatCharacter_C_InputUIPlayback Parms{};
|
|
|
|
Parms.Input = std::move(Input);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.interact ladder conduction
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::interact_ladder_conduction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "interact ladder conduction");
|
|
|
|
Params::BP_CombatCharacter_C_interact_ladder_conduction Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CameraAnimation
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double FOV (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double BlendTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class AActor* ControlledActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_CameraAnimation(double FOV, double BlendTime, class AActor* ControlledActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CameraAnimation");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_CameraAnimation Parms{};
|
|
|
|
Parms.FOV = FOV;
|
|
Parms.BlendTime = BlendTime;
|
|
Parms.ControlledActor = ControlledActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CanInterruptInteraction
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool CanInterruptInteraction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_CanInterruptInteraction___(bool CanInterruptInteraction_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CanInterruptInteraction ");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_CanInterruptInteraction___ Parms{};
|
|
|
|
Parms.CanInterruptInteraction_0 = CanInterruptInteraction_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_CharacterComp
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* IsInteractionCheck (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* IsInterruptInteraction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* IsSearching (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double* CapsuleHalfHeight (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UCameraComponent** Camera (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_CharacterComp(bool* IsInteractionCheck, bool* IsInterruptInteraction, bool* IsSearching, double* CapsuleHalfHeight, class UCameraComponent** Camera)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_CharacterComp");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_CharacterComp Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsInteractionCheck != nullptr)
|
|
*IsInteractionCheck = Parms.IsInteractionCheck;
|
|
|
|
if (IsInterruptInteraction != nullptr)
|
|
*IsInterruptInteraction = Parms.IsInterruptInteraction;
|
|
|
|
if (IsSearching != nullptr)
|
|
*IsSearching = Parms.IsSearching;
|
|
|
|
if (CapsuleHalfHeight != nullptr)
|
|
*CapsuleHalfHeight = Parms.CapsuleHalfHeight;
|
|
|
|
if (Camera != nullptr)
|
|
*Camera = Parms.Camera;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_EnterLadder
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bottom_side_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_EnterLadder(bool bottom_side_)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_EnterLadder");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_EnterLadder Parms{};
|
|
|
|
Parms.bottom_side_ = bottom_side_;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_InteractionObjectArray
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_InteractionObject_C*>* InteractionObjectArray (Parm, OutParm)
|
|
|
|
void ABP_CombatCharacter_C::Interact_InteractionObjectArray(TArray<class ABP_InteractionObject_C*>* InteractionObjectArray)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_InteractionObjectArray");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_InteractionObjectArray Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (InteractionObjectArray != nullptr)
|
|
*InteractionObjectArray = std::move(Parms.InteractionObjectArray);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PickupItemsArray
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// TArray<class ABP_PickupItem_C*>* InteractionItem_Array_0 (Parm, OutParm)
|
|
|
|
void ABP_CombatCharacter_C::Interact_PickupItemsArray(TArray<class ABP_PickupItem_C*>* InteractionItem_Array_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PickupItemsArray");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_PickupItemsArray Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (InteractionItem_Array_0 != nullptr)
|
|
*InteractionItem_Array_0 = std::move(Parms.InteractionItem_Array_0);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PlayInteractionAnimation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName EnumAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage** Animation (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_PlayInteractionAnimation(class FName EnumAction, class UAnimMontage** Animation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PlayInteractionAnimation");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_PlayInteractionAnimation Parms{};
|
|
|
|
Parms.EnumAction = EnumAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Animation != nullptr)
|
|
*Animation = Parms.Animation;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_PlayInteractionAnimationByIndex
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 EnumActionIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage** Animation (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_PlayInteractionAnimationByIndex(int32 EnumActionIndex, class UAnimMontage** Animation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_PlayInteractionAnimationByIndex");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_PlayInteractionAnimationByIndex Parms{};
|
|
|
|
Parms.EnumActionIndex = EnumActionIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Animation != nullptr)
|
|
*Animation = Parms.Animation;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_ResetSearchEnd
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Interact_ResetSearchEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_ResetSearchEnd");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetCharacterCollision
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Collide (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool InteractionObject_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool door (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool Ladder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetCharacterCollision(bool Collide, bool InteractionObject_0, bool door, bool Ladder)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetCharacterCollision");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetCharacterCollision Parms{};
|
|
|
|
Parms.Collide = Collide;
|
|
Parms.InteractionObject_0 = InteractionObject_0;
|
|
Parms.door = door;
|
|
Parms.Ladder = Ladder;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetDoor
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_InteractionDoor_C* door (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetDoor(class ABP_InteractionDoor_C* door)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetDoor");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetDoor Parms{};
|
|
|
|
Parms.door = door;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIKLocation
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FVector& IKLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetIKLocation(const struct FVector& IKLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIKLocation");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetIKLocation Parms{};
|
|
|
|
Parms.IKLocation = std::move(IKLocation);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetInteractionItemsArray
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<class ABP_PickupItem_C*>& InteractionItem_Array_0 (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetInteractionItemsArray(const TArray<class ABP_PickupItem_C*>& InteractionItem_Array_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetInteractionItemsArray");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetInteractionItemsArray Parms{};
|
|
|
|
Parms.InteractionItem_Array_0 = std::move(InteractionItem_Array_0);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetInteractionObjectArray
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const TArray<class ABP_InteractionObject_C*>&InteractionObjectArray (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetInteractionObjectArray(const TArray<class ABP_InteractionObject_C*>& InteractionObjectArray)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetInteractionObjectArray");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetInteractionObjectArray Parms{};
|
|
|
|
Parms.InteractionObjectArray = std::move(InteractionObjectArray);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsInteraction
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsInteraction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetIsInteraction(bool IsInteraction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsInteraction");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetIsInteraction Parms{};
|
|
|
|
Parms.IsInteraction = IsInteraction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsPickupItem
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsPickup (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetIsPickupItem(bool IsPickup)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsPickupItem");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetIsPickupItem Parms{};
|
|
|
|
Parms.IsPickup = IsPickup;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetIsSearching
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsSearching (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetIsSearching(bool IsSearching)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetIsSearching");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetIsSearching Parms{};
|
|
|
|
Parms.IsSearching = IsSearching;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetLadder
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class ABP_InteractionLadder_C* Ladder (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetLadder(class ABP_InteractionLadder_C* Ladder)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetLadder");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetLadder Parms{};
|
|
|
|
Parms.Ladder = Ladder;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetSearchingAnimation
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsSearching (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimSequenceBase* Animation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetSearchingAnimation(bool IsSearching, class UAnimSequenceBase* Animation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetSearchingAnimation");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetSearchingAnimation Parms{};
|
|
|
|
Parms.IsSearching = IsSearching;
|
|
Parms.Animation = Animation;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_SetTriggerOverlap
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsTriggerOverlap (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_SetTriggerOverlap(bool IsTriggerOverlap)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_SetTriggerOverlap");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_SetTriggerOverlap Parms{};
|
|
|
|
Parms.IsTriggerOverlap = IsTriggerOverlap;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_StartSnapTargetZ
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USceneComponent* SnapZToPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Interact_StartSnapTargetZ(class USceneComponent* SnapZToPoint)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_StartSnapTargetZ");
|
|
|
|
Params::BP_CombatCharacter_C_Interact_StartSnapTargetZ Parms{};
|
|
|
|
Parms.SnapZToPoint = SnapZToPoint;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_StopSnapTargetZ
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Interact_StopSnapTargetZ()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_StopSnapTargetZ");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interact_TriggerMultiOverlapEndCheck
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Interact_TriggerMultiOverlapEndCheck()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interact_TriggerMultiOverlapEndCheck");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Interaction door conduction
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::Interaction_door_conduction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Interaction door conduction");
|
|
|
|
Params::BP_CombatCharacter_C_Interaction_door_conduction Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InteractionSnapTargetZ
|
|
// (Private, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InteractionSnapTargetZ()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InteractionSnapTargetZ");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Internal_PlayAttack
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_MeleeAttackType MeleeAttackType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double* Duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Internal_PlayAttack(E_MeleeAttackType MeleeAttackType, double* Duration, bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Internal_PlayAttack");
|
|
|
|
Params::BP_CombatCharacter_C_Internal_PlayAttack Parms{};
|
|
|
|
Parms.MeleeAttackType = MeleeAttackType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Duration != nullptr)
|
|
*Duration = Parms.Duration;
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InterruptInteraction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::InterruptInteraction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InterruptInteraction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Is Weapon Equipped
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool exclusive_empty_handed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::Is_Weapon_Equipped(bool exclusive_empty_handed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Is Weapon Equipped");
|
|
|
|
Params::BP_CombatCharacter_C_Is_Weapon_Equipped Parms{};
|
|
|
|
Parms.exclusive_empty_handed = exclusive_empty_handed;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsFalling
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::IsFalling()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsFalling");
|
|
|
|
Params::BP_CombatCharacter_C_IsFalling Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsHoldingSprintButton
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* IsSprint (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* RollPressed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::IsHoldingSprintButton(bool* IsSprint, bool* RollPressed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsHoldingSprintButton");
|
|
|
|
Params::BP_CombatCharacter_C_IsHoldingSprintButton Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (IsSprint != nullptr)
|
|
*IsSprint = Parms.IsSprint;
|
|
|
|
if (RollPressed != nullptr)
|
|
*RollPressed = Parms.RollPressed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsLastATK
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferKey LastAtkType_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::IsLastATK(E_InputBufferKey LastAtkType_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsLastATK");
|
|
|
|
Params::BP_CombatCharacter_C_IsLastATK Parms{};
|
|
|
|
Parms.LastAtkType_0 = LastAtkType_0;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsSprinting
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::IsSprinting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsSprinting");
|
|
|
|
Params::BP_CombatCharacter_C_IsSprinting Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsStateEqualTo
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// E_State State (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::IsStateEqualTo(E_State State)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsStateEqualTo");
|
|
|
|
Params::BP_CombatCharacter_C_IsStateEqualTo Parms{};
|
|
|
|
Parms.State = State;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsTargetable
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* return_value (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::IsTargetable(bool* return_value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsTargetable");
|
|
|
|
Params::BP_CombatCharacter_C_IsTargetable Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (return_value != nullptr)
|
|
*return_value = Parms.return_value;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsTargetableByTarget
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* InTarget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::IsTargetableByTarget(class AActor* InTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsTargetableByTarget");
|
|
|
|
Params::BP_CombatCharacter_C_IsTargetableByTarget Parms{};
|
|
|
|
Parms.InTarget = InTarget;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.JumpToHeavyAttackSection
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::JumpToHeavyAttackSection(class UAnimMontage* Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "JumpToHeavyAttackSection");
|
|
|
|
Params::BP_CombatCharacter_C_JumpToHeavyAttackSection Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnBecomeViewTarget
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class APlayerController* PC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::K2_OnBecomeViewTarget(class APlayerController* PC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnBecomeViewTarget");
|
|
|
|
Params::BP_CombatCharacter_C_K2_OnBecomeViewTarget Parms{};
|
|
|
|
Parms.PC = PC;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnEndViewTarget
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// class APlayerController* PC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::K2_OnEndViewTarget(class APlayerController* PC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnEndViewTarget");
|
|
|
|
Params::BP_CombatCharacter_C_K2_OnEndViewTarget Parms{};
|
|
|
|
Parms.PC = PC;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.K2_OnMovementModeChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// EMovementMode PrevMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// EMovementMode NewMovementMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// uint8 PrevCustomMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// uint8 NewCustomMode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "K2_OnMovementModeChanged");
|
|
|
|
Params::BP_CombatCharacter_C_K2_OnMovementModeChanged Parms{};
|
|
|
|
Parms.PrevMovementMode = PrevMovementMode;
|
|
Parms.NewMovementMode = NewMovementMode;
|
|
Parms.PrevCustomMode = PrevCustomMode;
|
|
Parms.NewCustomMode = NewCustomMode;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.K2_UpdateCustomMovement
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::K2_UpdateCustomMovement(float DeltaTime)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "K2_UpdateCustomMovement");
|
|
|
|
Params::BP_CombatCharacter_C_K2_UpdateCustomMovement Parms{};
|
|
|
|
Parms.DeltaTime = DeltaTime;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Land_Uncrouch
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Land_Uncrouch()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Land_Uncrouch");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.LastInputVectorNetCache_OnServer
|
|
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FVector_NetQuantizeNormal& NewValue (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::LastInputVectorNetCache_OnServer(const struct FVector_NetQuantizeNormal& NewValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "LastInputVectorNetCache_OnServer");
|
|
|
|
Params::BP_CombatCharacter_C_LastInputVectorNetCache_OnServer Parms{};
|
|
|
|
Parms.NewValue = std::move(NewValue);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.LastInputVectorNetCache_RepSet
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FVector& NetValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::LastInputVectorNetCache_RepSet(const struct FVector& NetValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "LastInputVectorNetCache_RepSet");
|
|
|
|
Params::BP_CombatCharacter_C_LastInputVectorNetCache_RepSet Parms{};
|
|
|
|
Parms.NetValue = std::move(NetValue);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.litfire
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::litfire(bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "litfire");
|
|
|
|
Params::BP_CombatCharacter_C_litfire Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.LoopCheckExecuteEvent
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::LoopCheckExecuteEvent()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "LoopCheckExecuteEvent");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.LostEnterDeath
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::LostEnterDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "LostEnterDeath");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.MarkPlayerFirstDeath
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::MarkPlayerFirstDeath()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "MarkPlayerFirstDeath");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.MeleeAttack
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_MeleeAttackType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::MeleeAttack(E_MeleeAttackType Type)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "MeleeAttack");
|
|
|
|
Params::BP_CombatCharacter_C_MeleeAttack Parms{};
|
|
|
|
Parms.Type = Type;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.montage_time_end
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 MontageInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::montage_time_end(int32 MontageInstance, EMontageDurationEnum Duration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "montage_time_end");
|
|
|
|
Params::BP_CombatCharacter_C_montage_time_end Parms{};
|
|
|
|
Parms.MontageInstance = MontageInstance;
|
|
Parms.Duration = Duration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.On Montage Duration
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 MontageInstanceId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::On_Montage_Duration(int32 MontageInstanceId, EMontageDurationEnum Duration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "On Montage Duration");
|
|
|
|
Params::BP_CombatCharacter_C_On_Montage_Duration Parms{};
|
|
|
|
Parms.MontageInstanceId = MontageInstanceId;
|
|
Parms.Duration = Duration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnActiveFlashAttack
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OnActiveFlashAttack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnActiveFlashAttack");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnActiveItemChanged_Equip
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FF_StoredItem& OldItem (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FF_StoredItem& NewItem (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 SlotIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 ActiveIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool IsSlotChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnActiveItemChanged_Equip(const struct FF_StoredItem& OldItem, const struct FF_StoredItem& NewItem, E_ItemType Type, int32 SlotIndex, int32 ActiveIndex, bool IsSlotChange)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnActiveItemChanged_Equip");
|
|
|
|
Params::BP_CombatCharacter_C_OnActiveItemChanged_Equip Parms{};
|
|
|
|
Parms.OldItem = std::move(OldItem);
|
|
Parms.NewItem = std::move(NewItem);
|
|
Parms.Type = Type;
|
|
Parms.SlotIndex = SlotIndex;
|
|
Parms.ActiveIndex = ActiveIndex;
|
|
Parms.IsSlotChange = IsSlotChange;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnCombatCharacterInitComplete
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OnCombatCharacterInitComplete()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnCombatCharacterInitComplete");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnCombatTypeChanged_Equip
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_CombatType CombatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnCombatTypeChanged_Equip(E_CombatType CombatType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnCombatTypeChanged_Equip");
|
|
|
|
Params::BP_CombatCharacter_C_OnCombatTypeChanged_Equip Parms{};
|
|
|
|
Parms.CombatType = CombatType;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnDeselected
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* DummyValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnDeselected(bool* DummyValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnDeselected");
|
|
|
|
Params::BP_CombatCharacter_C_OnDeselected Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (DummyValue != nullptr)
|
|
*DummyValue = Parms.DummyValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnDestroyed_事件_0
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* DestroyedActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnDestroyed_事件_0(class AActor* DestroyedActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnDestroyed_事件_0");
|
|
|
|
Params::BP_CombatCharacter_C_OnDestroyed_事件_0 Parms{};
|
|
|
|
Parms.DestroyedActor = DestroyedActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnEffectApplied_EffectsComp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction DesiredMontageAction (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Arg0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FVector& ImpactDirection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class AActor* AttackPlayer (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnEffectApplied_EffectsComp(E_EffectType Type, E_MontageAction DesiredMontageAction, int32 Arg0, const struct FVector& ImpactDirection, class AActor* AttackPlayer)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnEffectApplied_EffectsComp");
|
|
|
|
Params::BP_CombatCharacter_C_OnEffectApplied_EffectsComp Parms{};
|
|
|
|
Parms.Type = Type;
|
|
Parms.DesiredMontageAction = DesiredMontageAction;
|
|
Parms.Arg0 = Arg0;
|
|
Parms.ImpactDirection = std::move(ImpactDirection);
|
|
Parms.AttackPlayer = AttackPlayer;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnEffectRemoved_EffectsComp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_EffectType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Arg0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool can_reset_to_idle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnEffectRemoved_EffectsComp(E_EffectType Type, int32 Arg0, bool can_reset_to_idle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnEffectRemoved_EffectsComp");
|
|
|
|
Params::BP_CombatCharacter_C_OnEffectRemoved_EffectsComp Parms{};
|
|
|
|
Parms.Type = Type;
|
|
Parms.Arg0 = Arg0;
|
|
Parms.can_reset_to_idle = can_reset_to_idle;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnFirePointSit
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& firepointid (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnFirePointSit(const class FString& firepointid)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnFirePointSit");
|
|
|
|
Params::BP_CombatCharacter_C_OnFirePointSit Parms{};
|
|
|
|
Parms.firepointid = std::move(firepointid);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnFlashAttack
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OnFlashAttack()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnFlashAttack");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnHpChanged
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnHpChanged(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnHpChanged");
|
|
|
|
Params::BP_CombatCharacter_C_OnHpChanged Parms{};
|
|
|
|
Parms.Type = std::move(Type);
|
|
Parms.OldValue = OldValue;
|
|
Parms.NewValue = NewValue;
|
|
Parms.MaxValue = MaxValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnInCombatChanged_Equip
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsInCombat (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnInCombatChanged_Equip(bool IsInCombat)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnInCombatChanged_Equip");
|
|
|
|
Params::BP_CombatCharacter_C_OnInCombatChanged_Equip Parms{};
|
|
|
|
Parms.IsInCombat = IsInCombat;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnInputRollAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Triggered (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnInputRollAction(bool Triggered)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnInputRollAction");
|
|
|
|
Params::BP_CombatCharacter_C_OnInputRollAction Parms{};
|
|
|
|
Parms.Triggered = Triggered;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnInputSprintAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Triggered (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnInputSprintAction(bool Triggered)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnInputSprintAction");
|
|
|
|
Params::BP_CombatCharacter_C_OnInputSprintAction Parms{};
|
|
|
|
Parms.Triggered = Triggered;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnLevelLoadFinished
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OnLevelLoadFinished()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnLevelLoadFinished");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnMainHandTypeChanged_Equip
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnMainHandTypeChanged_Equip(E_ItemType Type)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnMainHandTypeChanged_Equip");
|
|
|
|
Params::BP_CombatCharacter_C_OnMainHandTypeChanged_Equip Parms{};
|
|
|
|
Parms.Type = Type;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnPlayerHasBorned_Event
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& FirePoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// bool isReborn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FTransform& Position (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnPlayerHasBorned_Event(const class FString& FirePoint, bool isReborn, const struct FTransform& Position)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnPlayerHasBorned_Event");
|
|
|
|
Params::BP_CombatCharacter_C_OnPlayerHasBorned_Event Parms{};
|
|
|
|
Parms.FirePoint = std::move(FirePoint);
|
|
Parms.isReborn = isReborn;
|
|
Parms.Position = std::move(Position);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnPlayerIntPropertyChanged
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Property (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// int32 OldIntValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 NewIntValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnPlayerIntPropertyChanged(const struct FGameplayTag& Property, int32 OldIntValue, int32 NewIntValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnPlayerIntPropertyChanged");
|
|
|
|
Params::BP_CombatCharacter_C_OnPlayerIntPropertyChanged Parms{};
|
|
|
|
Parms.Property = std::move(Property);
|
|
Parms.OldIntValue = OldIntValue;
|
|
Parms.NewIntValue = NewIntValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnRotateEnd_RotateComp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OnRotateEnd_RotateComp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnRotateEnd_RotateComp");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnSelected
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 SocketIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* DummyValue (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnSelected(int32 SocketIndex, bool* DummyValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnSelected");
|
|
|
|
Params::BP_CombatCharacter_C_OnSelected Parms{};
|
|
|
|
Parms.SocketIndex = SocketIndex;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (DummyValue != nullptr)
|
|
*DummyValue = Parms.DummyValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnSettingValueChanged
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& OptionTag (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnSettingValueChanged(const struct FGameplayTag& OptionTag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnSettingValueChanged");
|
|
|
|
Params::BP_CombatCharacter_C_OnSettingValueChanged Parms{};
|
|
|
|
Parms.OptionTag = std::move(OptionTag);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnStateChanged
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& prevName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& prevState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& currName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& currState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnStateChanged(const class FString& prevName, const class FString& prevState, const class FString& currName, const class FString& currState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnStateChanged");
|
|
|
|
Params::BP_CombatCharacter_C_OnStateChanged Parms{};
|
|
|
|
Parms.prevName = std::move(prevName);
|
|
Parms.prevState = std::move(prevState);
|
|
Parms.currName = std::move(currName);
|
|
Parms.currState = std::move(currState);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnStateChanged_StateManagerComp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_State prevState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnStateChanged_StateManagerComp(E_State prevState, E_State NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnStateChanged_StateManagerComp");
|
|
|
|
Params::BP_CombatCharacter_C_OnStateChanged_StateManagerComp Parms{};
|
|
|
|
Parms.prevState = prevState;
|
|
Parms.NewState = NewState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnUINumNotify
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 Number (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnUINumNotify(int32 Number)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnUINumNotify");
|
|
|
|
Params::BP_CombatCharacter_C_OnUINumNotify Parms{};
|
|
|
|
Parms.Number = Number;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnValueChanged_Stamina
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnValueChanged_Stamina(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnValueChanged_Stamina");
|
|
|
|
Params::BP_CombatCharacter_C_OnValueChanged_Stamina Parms{};
|
|
|
|
Parms.Type = std::move(Type);
|
|
Parms.OldValue = OldValue;
|
|
Parms.NewValue = NewValue;
|
|
Parms.MaxValue = MaxValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OpenBloodScreen
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OpenBloodScreen()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OpenBloodScreen");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OpenedUI
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::OpenedUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OpenedUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OverrideTargetingTraceEndLocation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Override (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OverrideTargetingTraceEndLocation(bool* Override, struct FVector* Location)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OverrideTargetingTraceEndLocation");
|
|
|
|
Params::BP_CombatCharacter_C_OverrideTargetingTraceEndLocation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Override != nullptr)
|
|
*Override = Parms.Override;
|
|
|
|
if (Location != nullptr)
|
|
*Location = std::move(Parms.Location);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayAndUseItem
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 SortID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 Amount (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool UseCurrentFast (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::PlayAndUseItem(int32 SortID, int32 Amount, bool UseCurrentFast)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayAndUseItem");
|
|
|
|
Params::BP_CombatCharacter_C_PlayAndUseItem Parms{};
|
|
|
|
Parms.SortID = SortID;
|
|
Parms.Amount = Amount;
|
|
Parms.UseCurrentFast = UseCurrentFast;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayerHideFace
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool NeedHide (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* NewParam (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::PlayerHideFace(bool NeedHide, bool* NewParam)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayerHideFace");
|
|
|
|
Params::BP_CombatCharacter_C_PlayerHideFace Parms{};
|
|
|
|
Parms.NeedHide = NeedHide;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (NewParam != nullptr)
|
|
*NewParam = Parms.NewParam;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayerPropertyChanged
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Property (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::PlayerPropertyChanged(const struct FGameplayTag& Property, double OldValue, double NewValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayerPropertyChanged");
|
|
|
|
Params::BP_CombatCharacter_C_PlayerPropertyChanged Parms{};
|
|
|
|
Parms.Property = std::move(Property);
|
|
Parms.OldValue = OldValue;
|
|
Parms.NewValue = NewValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayMainHandTypeChangedMontage
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_ItemType Type (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool IgnoreCombatType (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool IsSlotChange (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::PlayMainHandTypeChangedMontage(E_ItemType Type, bool IgnoreCombatType, bool IsSlotChange)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayMainHandTypeChangedMontage");
|
|
|
|
Params::BP_CombatCharacter_C_PlayMainHandTypeChangedMontage Parms{};
|
|
|
|
Parms.Type = Type;
|
|
Parms.IgnoreCombatType = IgnoreCombatType;
|
|
Parms.IsSlotChange = IsSlotChange;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayMontage
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage* AnimMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// float InPlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FName StartSectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
float ABP_CombatCharacter_C::PlayMontage(class UAnimMontage* AnimMontage, float InPlayRate, class FName StartSectionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayMontage");
|
|
|
|
Params::BP_CombatCharacter_C_PlayMontage Parms{};
|
|
|
|
Parms.AnimMontage = AnimMontage;
|
|
Parms.InPlayRate = InPlayRate;
|
|
Parms.StartSectionName = StartSectionName;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlayPickupAnim
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::PlayPickupAnim()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlayPickupAnim");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlaySitDown
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::PlaySitDown()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlaySitDown");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.PlaySpecialEffect
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 Mode (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::PlaySpecialEffect(int32 Mode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "PlaySpecialEffect");
|
|
|
|
Params::BP_CombatCharacter_C_PlaySpecialEffect Parms{};
|
|
|
|
Parms.Mode = Mode;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Private_TickMovedirection
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Private_TickMovedirection()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Private_TickMovedirection");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.reborn
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::reborn()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "reborn");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveTick
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ReceiveTick(float DeltaSeconds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveTick");
|
|
|
|
Params::BP_CombatCharacter_C_ReceiveTick Parms{};
|
|
|
|
Parms.DeltaSeconds = DeltaSeconds;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RefreshAirBlock
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::RefreshAirBlock()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RefreshAirBlock");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RefreshingStatusToMaximumValue
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::RefreshingStatusToMaximumValue()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RefreshingStatusToMaximumValue");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReleaseActionKey
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferKey ActioinKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ReleaseActionKey(E_InputBufferKey ActioinKey)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReleaseActionKey");
|
|
|
|
Params::BP_CombatCharacter_C_ReleaseActionKey Parms{};
|
|
|
|
Parms.ActioinKey = ActioinKey;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReleaseAlertUIOnPlayer
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class USceneComponent* alertBar (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ReleaseAlertUIOnPlayer(class AActor* Enemy, class USceneComponent* alertBar)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReleaseAlertUIOnPlayer");
|
|
|
|
Params::BP_CombatCharacter_C_ReleaseAlertUIOnPlayer Parms{};
|
|
|
|
Parms.Enemy = Enemy;
|
|
Parms.alertBar = alertBar;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RemoveAccessActivity
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const EDCSActivityType RemoveAct (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::RemoveAccessActivity(const EDCSActivityType RemoveAct)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RemoveAccessActivity");
|
|
|
|
Params::BP_CombatCharacter_C_RemoveAccessActivity Parms{};
|
|
|
|
Parms.RemoveAct = RemoveAct;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RemoveShapeMesh
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class USkeletalMeshComponent* SkeletalMeshComponent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Temp (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::RemoveShapeMesh(class USkeletalMeshComponent* SkeletalMeshComponent, bool* Temp)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RemoveShapeMesh");
|
|
|
|
Params::BP_CombatCharacter_C_RemoveShapeMesh Parms{};
|
|
|
|
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Temp != nullptr)
|
|
*Temp = Parms.Temp;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RequestAlertUIOnPlayer
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AActor* Enemy (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class USceneComponent* alertBar (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
// class UUserWidget** alertUI (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::RequestAlertUIOnPlayer(class AActor* Enemy, class USceneComponent* alertBar, class UUserWidget** alertUI)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RequestAlertUIOnPlayer");
|
|
|
|
Params::BP_CombatCharacter_C_RequestAlertUIOnPlayer Parms{};
|
|
|
|
Parms.Enemy = Enemy;
|
|
Parms.alertBar = alertBar;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (alertUI != nullptr)
|
|
*alertUI = Parms.alertUI;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RequestSlowInMontage
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool slow (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 MontageInstanceId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::RequestSlowInMontage(bool slow, int32 MontageInstanceId)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RequestSlowInMontage");
|
|
|
|
Params::BP_CombatCharacter_C_RequestSlowInMontage Parms{};
|
|
|
|
Parms.slow = slow;
|
|
Parms.MontageInstanceId = MontageInstanceId;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetActionEventValue
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ResetActionEventValue()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetActionEventValue");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetAimingMode
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ResetAimingMode()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetAimingMode");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetCanIterruptInteraction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ResetCanIterruptInteraction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetCanIterruptInteraction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetChangeSpellBS
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// int32 MontageInstance (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// EMontageDurationEnum Duration (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ResetChangeSpellBS(int32 MontageInstance, EMontageDurationEnum Duration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetChangeSpellBS");
|
|
|
|
Params::BP_CombatCharacter_C_ResetChangeSpellBS Parms{};
|
|
|
|
Parms.MontageInstance = MontageInstance;
|
|
Parms.Duration = Duration;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetFromSit
|
|
// (Private, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ResetFromSit()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetFromSit");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetInteractionTriggerInterval
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ResetInteractionTriggerInterval()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetInteractionTriggerInterval");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetMeleeAttackCounterByBreakFlagStarActive
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferBreakFlag BreakFlag (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ResetMeleeAttackCounterByBreakFlagStarActive(E_InputBufferBreakFlag BreakFlag)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetMeleeAttackCounterByBreakFlagStarActive");
|
|
|
|
Params::BP_CombatCharacter_C_ResetMeleeAttackCounterByBreakFlagStarActive Parms{};
|
|
|
|
Parms.BreakFlag = BreakFlag;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetStartMontageMontage
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_State NewActionState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction MontageAction_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage* PlayingMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ResetStartMontageMontage(E_State NewActionState, E_MontageAction MontageAction_0, class UAnimMontage* PlayingMontage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetStartMontageMontage");
|
|
|
|
Params::BP_CombatCharacter_C_ResetStartMontageMontage Parms{};
|
|
|
|
Parms.NewActionState = NewActionState;
|
|
Parms.MontageAction_0 = MontageAction_0;
|
|
Parms.PlayingMontage = PlayingMontage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetValueWhenStateChanges_Override
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& NewStateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ResetValueWhenStateChanges_Override(const class FString& NewStateName, E_State NewState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetValueWhenStateChanges_Override");
|
|
|
|
Params::BP_CombatCharacter_C_ResetValueWhenStateChanges_Override Parms{};
|
|
|
|
Parms.NewStateName = std::move(NewStateName);
|
|
Parms.NewState = NewState;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReverseMeleeAttackCounter
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ReverseMeleeAttackCounter()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReverseMeleeAttackCounter");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.roll
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::roll()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "roll");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.RollAction
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::RollAction()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "RollAction");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SelectNearestItem
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_PickupItem_C** Pick_Item (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SelectNearestItem(class ABP_PickupItem_C** Pick_Item)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SelectNearestItem");
|
|
|
|
Params::BP_CombatCharacter_C_SelectNearestItem Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Pick_Item != nullptr)
|
|
*Pick_Item = Parms.Pick_Item;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SelectNearestObject
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ABP_InteractionObject_C** InteractionObject_0 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SelectNearestObject(class ABP_InteractionObject_C** InteractionObject_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SelectNearestObject");
|
|
|
|
Params::BP_CombatCharacter_C_SelectNearestObject Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (InteractionObject_0 != nullptr)
|
|
*InteractionObject_0 = Parms.InteractionObject_0;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Set Camera Lag Smoothly
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double TargetLagSpeed_0 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double TargetRotateLagSpeed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Set_Camera_Lag_Smoothly(double TargetLagSpeed_0, double TargetRotateLagSpeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Set Camera Lag Smoothly");
|
|
|
|
Params::BP_CombatCharacter_C_Set_Camera_Lag_Smoothly Parms{};
|
|
|
|
Parms.TargetLagSpeed_0 = TargetLagSpeed_0;
|
|
Parms.TargetRotateLagSpeed = TargetRotateLagSpeed;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLag Timer__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::SetCameraLag_Timer__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLag Timer__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLag Timer__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::SetCameraLag_Timer__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLag Timer__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraLagValue
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool fast_ (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetCameraLagValue(bool fast_)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraLagValue");
|
|
|
|
Params::BP_CombatCharacter_C_SetCameraLagValue Parms{};
|
|
|
|
Parms.fast_ = fast_;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetCameraMeshSocketFollow
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool bEnable (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FName SocketName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetCameraMeshSocketFollow(bool bEnable, class FName SocketName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetCameraMeshSocketFollow");
|
|
|
|
Params::BP_CombatCharacter_C_SetCameraMeshSocketFollow Parms{};
|
|
|
|
Parms.bEnable = bEnable;
|
|
Parms.SocketName = SocketName;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetExecuteCheckedSource
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Add (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const class AAbstractCharacter_C*& Source (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetExecuteCheckedSource(bool Add, const class AAbstractCharacter_C*& Source)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetExecuteCheckedSource");
|
|
|
|
Params::BP_CombatCharacter_C_SetExecuteCheckedSource Parms{};
|
|
|
|
Parms.Add = Add;
|
|
Parms.Source = Source;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetKeepUseItem
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetKeepUseItem(bool Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetKeepUseItem");
|
|
|
|
Params::BP_CombatCharacter_C_SetKeepUseItem Parms{};
|
|
|
|
Parms.Value = Value;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetSpotParam
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double NewIntensity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double NewTemperature (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double LightsActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double VSI_Intensity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double DL_Player (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double DL_AINPC (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetSpotParam(double NewIntensity, double NewTemperature, double LightsActor, double VSI_Intensity, double DL_Player, double DL_AINPC)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetSpotParam");
|
|
|
|
Params::BP_CombatCharacter_C_SetSpotParam Parms{};
|
|
|
|
Parms.NewIntensity = NewIntensity;
|
|
Parms.NewTemperature = NewTemperature;
|
|
Parms.LightsActor = LightsActor;
|
|
Parms.VSI_Intensity = VSI_Intensity;
|
|
Parms.DL_Player = DL_Player;
|
|
Parms.DL_AINPC = DL_AINPC;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.SetSprint
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Activate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::SetSprint(bool Activate)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "SetSprint");
|
|
|
|
Params::BP_CombatCharacter_C_SetSprint Parms{};
|
|
|
|
Parms.Activate = Activate;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ShowCrosshair
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UTexture2D* Texture (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ShowCrosshair(class UTexture2D* Texture)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ShowCrosshair");
|
|
|
|
Params::BP_CombatCharacter_C_ShowCrosshair Parms{};
|
|
|
|
Parms.Texture = Texture;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ShowDeathUI
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ShowDeathUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ShowDeathUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.showGameUI
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Show (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::showGameUI(bool Show)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "showGameUI");
|
|
|
|
Params::BP_CombatCharacter_C_showGameUI Parms{};
|
|
|
|
Parms.Show = Show;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.showPlayerSelf
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::showPlayerSelf()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "showPlayerSelf");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.slowdown
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::slowdown()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "slowdown");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StartAiming
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StartAiming()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StartAiming");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StartBlocking
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StartBlocking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StartBlocking");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StartDelayShowGameUI
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StartDelayShowGameUI()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StartDelayShowGameUI");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StartLookingForward
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StartLookingForward()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StartLookingForward");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StartZooming
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StartZooming()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StartZooming");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Stop_CameraAnimation
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double BlendTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class AActor* ControlledActor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Stop_CameraAnimation(double BlendTime, class AActor* ControlledActor)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Stop_CameraAnimation");
|
|
|
|
Params::BP_CombatCharacter_C_Stop_CameraAnimation Parms{};
|
|
|
|
Parms.BlendTime = BlendTime;
|
|
Parms.ControlledActor = ControlledActor;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StopAiming
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StopAiming()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StopAiming");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StopBlocking
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StopBlocking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StopBlocking");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StopLookingForward
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StopLookingForward()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StopLookingForward");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.StopZooming
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::StopZooming()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "StopZooming");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_JumpToHeavyAttackSection
|
|
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage* Montage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Sync_JumpToHeavyAttackSection(class UAnimMontage* Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_JumpToHeavyAttackSection");
|
|
|
|
Params::BP_CombatCharacter_C_Sync_JumpToHeavyAttackSection Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_StopAnimMontage
|
|
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Sync_StopAnimMontage()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_StopAnimMontage");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Sync_StopMongtage
|
|
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class UAnimMontage* Montage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Sync_StopMongtage(const class UAnimMontage* Montage)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Sync_StopMongtage");
|
|
|
|
Params::BP_CombatCharacter_C_Sync_StopMongtage Parms{};
|
|
|
|
Parms.Montage = Montage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.TickUpdateSpeedAndNoise
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::TickUpdateSpeedAndNoise()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "TickUpdateSpeedAndNoise");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Toggle Combat
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double* animation_duration (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Toggle_Combat(double* animation_duration)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Toggle Combat");
|
|
|
|
Params::BP_CombatCharacter_C_Toggle_Combat Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (animation_duration != nullptr)
|
|
*animation_duration = Parms.animation_duration;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ToggleTargetting
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ToggleTargetting()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ToggleTargetting");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Try Get Fixed Target Location
|
|
// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class AActor* Target (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// struct FVector* FixedLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Try_Get_Fixed_Target_Location(class AActor* Target, struct FVector* FixedLocation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Try Get Fixed Target Location");
|
|
|
|
Params::BP_CombatCharacter_C_Try_Get_Fixed_Target_Location Parms{};
|
|
|
|
Parms.Target = Target;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (FixedLocation != nullptr)
|
|
*FixedLocation = std::move(Parms.FixedLocation);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UnequipExecuteWeapon
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UnequipExecuteWeapon()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UnequipExecuteWeapon");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Update Camera Lag
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Update_Camera_Lag()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Update Camera Lag");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Update Input Key
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_InputBufferKey Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Update_Input_Key(E_InputBufferKey Key)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Update Input Key");
|
|
|
|
Params::BP_CombatCharacter_C_Update_Input_Key Parms{};
|
|
|
|
Parms.Key = Key;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.update ladder movement
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::update_ladder_movement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "update ladder movement");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.update rollup movement
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::update_rollup_movement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "update rollup movement");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.update rootmotion movement
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::update_rootmotion_movement()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "update rootmotion movement");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Update Sprint Stat
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Update_Sprint_Stat()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Update Sprint Stat");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateAimAlpha
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateAimAlpha()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateAimAlpha");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateBlocking
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateBlocking()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateBlocking");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateCachedRollDirection
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FVector& Velocity (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction* OutRollDirection (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateCachedRollDirection(const struct FVector& Velocity, E_MontageAction* OutRollDirection)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateCachedRollDirection");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateCachedRollDirection Parms{};
|
|
|
|
Parms.Velocity = std::move(Velocity);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OutRollDirection != nullptr)
|
|
*OutRollDirection = Parms.OutRollDirection;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateCanPlayMoveStartMontage
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Can (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateCanPlayMoveStartMontage(bool Can)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateCanPlayMoveStartMontage");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateCanPlayMoveStartMontage Parms{};
|
|
|
|
Parms.Can = Can;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateFallDownRollDirection
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateFallDownRollDirection()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateFallDownRollDirection");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateHorizontalLook
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateHorizontalLook(double AxisValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateHorizontalLook");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateHorizontalLook Parms{};
|
|
|
|
Parms.AxisValue = AxisValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateInteractTrace
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateInteractTrace()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateInteractTrace");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateLadderUp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateLadderUp(double AxisValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateLadderUp");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateLadderUp Parms{};
|
|
|
|
Parms.AxisValue = AxisValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateMoveForward
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateMoveForward(double AxisValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateMoveForward");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateMoveForward Parms{};
|
|
|
|
Parms.AxisValue = AxisValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateMoveRight
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateMoveRight(double AxisValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateMoveRight");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateMoveRight Parms{};
|
|
|
|
Parms.AxisValue = AxisValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateRotationSettings
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateRotationSettings()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateRotationSettings");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateVerticalLook
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double AxisValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::UpdateVerticalLook(double AxisValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateVerticalLook");
|
|
|
|
Params::BP_CombatCharacter_C_UpdateVerticalLook Parms{};
|
|
|
|
Parms.AxisValue = AxisValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UpdateZoom
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UpdateZoom()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UpdateZoom");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.UserConstructionScript
|
|
// (Event, Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::UserConstructionScript()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "UserConstructionScript");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.WeaponSkillWithID
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const int32 SkillID (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::WeaponSkillWithID(const int32 SkillID, E_MontageAction Action, bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "WeaponSkillWithID");
|
|
|
|
Params::BP_CombatCharacter_C_WeaponSkillWithID Parms{};
|
|
|
|
Parms.SkillID = SkillID;
|
|
Parms.Action = Action;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.WhosyourBigDaddy
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::WhosyourBigDaddy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "WhosyourBigDaddy");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Whosyourdaddy
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Whosyourdaddy()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Whosyourdaddy");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.YawViewOut
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::YawViewOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "YawViewOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Zooming_Timeline__FinishedFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Zooming_Timeline__FinishedFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Zooming_Timeline__FinishedFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Zooming_Timeline__UpdateFunc
|
|
// (BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::Zooming_Timeline__UpdateFunc()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Zooming_Timeline__UpdateFunc");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.BindEvents
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::BindEvents()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "BindEvents");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Can Flash Attack
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Can_Flash_Attack(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Can Flash Attack");
|
|
|
|
Params::BP_CombatCharacter_C_Can_Flash_Attack Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.death_1
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::death_1()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "death_1");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.death_2
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::death_2()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "death_2");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.EnterDeath
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* enter_death (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::EnterDeath(bool* enter_death)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "EnterDeath");
|
|
|
|
Params::BP_CombatCharacter_C_EnterDeath Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (enter_death != nullptr)
|
|
*enter_death = Parms.enter_death;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetBackAttackFactor
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
double ABP_CombatCharacter_C::GetBackAttackFactor()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetBackAttackFactor");
|
|
|
|
Params::BP_CombatCharacter_C_GetBackAttackFactor Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetDeathEffectCurve
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UAnimMontage* DeathMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// class UCurveFloat** Vanish (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetDeathEffectCurve");
|
|
|
|
Params::BP_CombatCharacter_C_GetDeathEffectCurve Parms{};
|
|
|
|
Parms.DeathMontage = DeathMontage;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Vanish != nullptr)
|
|
*Vanish = Parms.Vanish;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredFollowRotation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void ABP_CombatCharacter_C::GetDesiredFollowRotation(struct FRotator* Rotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredFollowRotation");
|
|
|
|
Params::BP_CombatCharacter_C_GetDesiredFollowRotation Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Rotation != nullptr)
|
|
*Rotation = std::move(Parms.Rotation);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetDesiredRotation
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool Refresh (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// int32 rotateIntent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// struct FRotator* Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void ABP_CombatCharacter_C::GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetDesiredRotation");
|
|
|
|
Params::BP_CombatCharacter_C_GetDesiredRotation Parms{};
|
|
|
|
Parms.Refresh = Refresh;
|
|
Parms.rotateIntent = rotateIntent;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Rotation != nullptr)
|
|
*Rotation = std::move(Parms.Rotation);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.getLadderPosition
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// double* Position (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::getLadderPosition(double* Position)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "getLadderPosition");
|
|
|
|
Params::BP_CombatCharacter_C_getLadderPosition Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Position != nullptr)
|
|
*Position = Parms.Position;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMontages
|
|
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UDataTable** Montages (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetMontages(E_MontageAction Action, class UDataTable** Montages)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMontages");
|
|
|
|
Params::BP_CombatCharacter_C_GetMontages Parms{};
|
|
|
|
Parms.Action = Action;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Montages != nullptr)
|
|
*Montages = Parms.Montages;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetMyForceActing
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class UForceActingComponent_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class UForceActingComponent_C* ABP_CombatCharacter_C::GetMyForceActing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetMyForceActing");
|
|
|
|
Params::BP_CombatCharacter_C_GetMyForceActing Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetNetworkState
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// class ADCS_SyncState_C* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash)
|
|
|
|
class ADCS_SyncState_C* ABP_CombatCharacter_C::GetNetworkState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetNetworkState");
|
|
|
|
Params::BP_CombatCharacter_C_GetNetworkState Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetState
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// E_State* State (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetState(E_State* State)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetState");
|
|
|
|
Params::BP_CombatCharacter_C_GetState Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (State != nullptr)
|
|
*State = Parms.State;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplBufferInput
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplBufferInput(const uint8 InAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplBufferInput");
|
|
|
|
Params::BP_CombatCharacter_C_ImplBufferInput Parms{};
|
|
|
|
Parms.InAction = InAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplFallendamageBufferInput
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplFallendamageBufferInput(const uint8 InAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplFallendamageBufferInput");
|
|
|
|
Params::BP_CombatCharacter_C_ImplFallendamageBufferInput Parms{};
|
|
|
|
Parms.InAction = InAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplHoldActioninput
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplHoldActioninput(const uint8 InAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplHoldActioninput");
|
|
|
|
Params::BP_CombatCharacter_C_ImplHoldActioninput Parms{};
|
|
|
|
Parms.InAction = InAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplInputInteract
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ImplInputInteract()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplInputInteract");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplPrintPoint
|
|
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& StateName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// const class FString& EventName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
bool ABP_CombatCharacter_C::ImplPrintPoint(const class FString& StateName, const class FString& EventName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplPrintPoint");
|
|
|
|
Params::BP_CombatCharacter_C_ImplPrintPoint Parms{};
|
|
|
|
Parms.StateName = std::move(StateName);
|
|
Parms.EventName = std::move(EventName);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTakeDamage
|
|
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGenericStructPasser& InDamage (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// const struct FGenericStructPasser& InHitresult (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
|
|
// bool* OutHandled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// uint8* OutReturnresult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTakeDamage");
|
|
|
|
Params::BP_CombatCharacter_C_ImplTakeDamage Parms{};
|
|
|
|
Parms.InDamage = std::move(InDamage);
|
|
Parms.InHitresult = std::move(InHitresult);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (OutHandled != nullptr)
|
|
*OutHandled = Parms.OutHandled;
|
|
|
|
if (OutReturnresult != nullptr)
|
|
*OutReturnresult = Parms.OutReturnresult;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTickMove
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ImplTickMove()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTickMove");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTryBreakInteract
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ImplTryBreakInteract()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTryBreakInteract");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplTryEndRebornfire
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ImplTryEndRebornfire()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplTryEndRebornfire");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplUpdateForwardmove
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ImplUpdateForwardmove()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplUpdateForwardmove");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplWeaponLoopBufferInput
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplWeaponLoopBufferInput(const uint8 InAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplWeaponLoopBufferInput");
|
|
|
|
Params::BP_CombatCharacter_C_ImplWeaponLoopBufferInput Parms{};
|
|
|
|
Parms.InAction = InAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ImplWeaponLoopInputWithCheck
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// const uint8 InAction (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ImplWeaponLoopInputWithCheck(const uint8 InAction)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ImplWeaponLoopInputWithCheck");
|
|
|
|
Params::BP_CombatCharacter_C_ImplWeaponLoopInputWithCheck Parms{};
|
|
|
|
Parms.InAction = InAction;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.InternalMontageAction
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_State NewState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// E_MontageAction Action (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UAnimMontage* SelectedMontage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
|
|
// double PlayRate (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FName PresetSection (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool StopAllMontags (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// const struct FGameplayTag& PlayerAction (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// float BlendInTimeOverride (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// float InTimeToStartMontageAt (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double* DurationToEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::InternalMontageAction(E_State NewState, E_MontageAction Action, class UAnimMontage* SelectedMontage, double PlayRate, class FName PresetSection, bool StopAllMontags, const struct FGameplayTag& PlayerAction, float BlendInTimeOverride, float InTimeToStartMontageAt, double* DurationToEnd, bool* Success)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "InternalMontageAction");
|
|
|
|
Params::BP_CombatCharacter_C_InternalMontageAction Parms{};
|
|
|
|
Parms.NewState = NewState;
|
|
Parms.Action = Action;
|
|
Parms.SelectedMontage = SelectedMontage;
|
|
Parms.PlayRate = PlayRate;
|
|
Parms.PresetSection = PresetSection;
|
|
Parms.StopAllMontags = StopAllMontags;
|
|
Parms.PlayerAction = std::move(PlayerAction);
|
|
Parms.BlendInTimeOverride = BlendInTimeOverride;
|
|
Parms.InTimeToStartMontageAt = InTimeToStartMontageAt;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (DurationToEnd != nullptr)
|
|
*DurationToEnd = Parms.DurationToEnd;
|
|
|
|
if (Success != nullptr)
|
|
*Success = Parms.Success;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.IsAlive
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::IsAlive(bool* Result)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "IsAlive");
|
|
|
|
Params::BP_CombatCharacter_C_IsAlive Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Result != nullptr)
|
|
*Result = Parms.Result;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.JumpToSection
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class FName SectionName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::JumpToSection(class FName SectionName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "JumpToSection");
|
|
|
|
Params::BP_CombatCharacter_C_JumpToSection Parms{};
|
|
|
|
Parms.SectionName = SectionName;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnActivityChanged_StateManagerComp
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// E_Activity Activity (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool Value (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnActivityChanged_StateManagerComp");
|
|
|
|
Params::BP_CombatCharacter_C_OnActivityChanged_StateManagerComp Parms{};
|
|
|
|
Parms.Activity = Activity;
|
|
Parms.Value = Value;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.OnValueChanged_Health
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// const struct FGameplayTag& Type (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor, HasGetValueTypeHash)
|
|
// double OldValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double NewValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// double MaxValue (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "OnValueChanged_Health");
|
|
|
|
Params::BP_CombatCharacter_C_OnValueChanged_Health Parms{};
|
|
|
|
Parms.Type = std::move(Type);
|
|
Parms.OldValue = OldValue;
|
|
Parms.NewValue = NewValue;
|
|
Parms.MaxValue = MaxValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Play Counter Attack
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// bool* Succeed (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Play_Counter_Attack(bool* Succeed)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Play Counter Attack");
|
|
|
|
Params::BP_CombatCharacter_C_Play_Counter_Attack Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (Succeed != nullptr)
|
|
*Succeed = Parms.Succeed;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.Private_TakeDamage
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FF_HitData& EnemyHitData (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
// const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
|
|
// E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "Private_TakeDamage");
|
|
|
|
Params::BP_CombatCharacter_C_Private_TakeDamage Parms{};
|
|
|
|
Parms.EnemyHitData = std::move(EnemyHitData);
|
|
Parms.HitResult = std::move(HitResult);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
EnemyHitData = std::move(Parms.EnemyHitData);
|
|
|
|
if (ResultType != nullptr)
|
|
*ResultType = Parms.ResultType;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveBeginPlay
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ReceiveBeginPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveBeginPlay");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ReceiveDestroyed
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ABP_CombatCharacter_C::ReceiveDestroyed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ReceiveDestroyed");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.ResetIdleState
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// double Delay (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::ResetIdleState(double Delay)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "ResetIdleState");
|
|
|
|
Params::BP_CombatCharacter_C_ResetIdleState Parms{};
|
|
|
|
Parms.Delay = Delay;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.TakeDamage
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// struct FF_HitData& Emery_HitData_Processed (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference, HasGetValueTypeHash)
|
|
// const struct FHitResult& HitResult (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
|
|
// E_AttackResult* ResultType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "TakeDamage");
|
|
|
|
Params::BP_CombatCharacter_C_TakeDamage Parms{};
|
|
|
|
Parms.Emery_HitData_Processed = std::move(Emery_HitData_Processed);
|
|
Parms.HitResult = std::move(HitResult);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Emery_HitData_Processed = std::move(Parms.Emery_HitData_Processed);
|
|
|
|
if (ResultType != nullptr)
|
|
*ResultType = Parms.ResultType;
|
|
}
|
|
|
|
|
|
// Function BP_CombatCharacter.BP_CombatCharacter_C.GetPlayerSpeed
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class UImplMovementSpeed_Player_C** PlayerSpeed (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
|
|
|
|
void ABP_CombatCharacter_C::GetPlayerSpeed(class UImplMovementSpeed_Player_C** PlayerSpeed) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("BP_CombatCharacter_C", "GetPlayerSpeed");
|
|
|
|
Params::BP_CombatCharacter_C_GetPlayerSpeed Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (PlayerSpeed != nullptr)
|
|
*PlayerSpeed = Parms.PlayerSpeed;
|
|
}
|
|
|
|
}
|
|
|