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PMDT/structures/data/SDK/PUBGM_AIModule_functions.cpp
2026-05-03 13:32:50 +08:00

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Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:39 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function AIModule.AIController.UseBlackboard
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBlackboardData* BlackboardAsset (Parm, ZeroConstructor, IsPlainOldData)
// class UBlackboardComponent* BlackboardComponent (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AAIController::UseBlackboard(class UBlackboardData* BlackboardAsset, class UBlackboardComponent** BlackboardComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.UseBlackboard");
AAIController_UseBlackboard_Params params;
params.BlackboardAsset = BlackboardAsset;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (BlackboardComponent != nullptr)
*BlackboardComponent = params.BlackboardComponent;
return params.ReturnValue;
}
// Function AIModule.AIController.UnclaimTaskResource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* ResourceClass (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::UnclaimTaskResource(class UClass* ResourceClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.UnclaimTaskResource");
AAIController_UnclaimTaskResource_Params params;
params.ResourceClass = ResourceClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.SetMoveBlockDetection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::SetMoveBlockDetection(bool bEnable)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.SetMoveBlockDetection");
AAIController_SetMoveBlockDetection_Params params;
params.bEnable = bEnable;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.RunBehaviorTree
// (Native, Public, BlueprintCallable)
// Parameters:
// class UBehaviorTree* BTAsset (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AAIController::RunBehaviorTree(class UBehaviorTree* BTAsset)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.RunBehaviorTree");
AAIController_RunBehaviorTree_Params params;
params.BTAsset = BTAsset;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.OnUsingBlackBoard
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UBlackboardComponent* BlackboardComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UBlackboardData* BlackboardAsset (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::OnUsingBlackBoard(class UBlackboardComponent* BlackboardComp, class UBlackboardData* BlackboardAsset)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.OnUsingBlackBoard");
AAIController_OnUsingBlackBoard_Params params;
params.BlackboardComp = BlackboardComp;
params.BlackboardAsset = BlackboardAsset;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.OnUnpossess
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* UnpossessedPawn (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::OnUnpossess(class APawn* UnpossessedPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.OnUnpossess");
AAIController_OnUnpossess_Params params;
params.UnpossessedPawn = UnpossessedPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.OnPossess
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* PossessedPawn (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::OnPossess(class APawn* PossessedPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.OnPossess");
AAIController_OnPossess_Params params;
params.PossessedPawn = PossessedPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.OnGameplayTaskResourcesClaimed
// (Native, Public)
// Parameters:
// struct FGameplayResourceSet NewlyClaimed (Parm)
// struct FGameplayResourceSet FreshlyReleased (Parm)
void AAIController::OnGameplayTaskResourcesClaimed(const struct FGameplayResourceSet& NewlyClaimed, const struct FGameplayResourceSet& FreshlyReleased)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.OnGameplayTaskResourcesClaimed");
AAIController_OnGameplayTaskResourcesClaimed_Params params;
params.NewlyClaimed = NewlyClaimed;
params.FreshlyReleased = FreshlyReleased;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.MoveToLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector Dest (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float AcceptanceRadius (Parm, ZeroConstructor, IsPlainOldData)
// bool bStopOnOverlap (Parm, ZeroConstructor, IsPlainOldData)
// bool bUsePathfinding (Parm, ZeroConstructor, IsPlainOldData)
// bool bProjectDestinationToNavigation (Parm, ZeroConstructor, IsPlainOldData)
// bool bCanStrafe (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* FilterClass (Parm, ZeroConstructor, IsPlainOldData)
// bool bAllowPartialPath (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPathFollowingRequestResult> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPathFollowingRequestResult> AAIController::MoveToLocation(const struct FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class UClass* FilterClass, bool bAllowPartialPath)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.MoveToLocation");
AAIController_MoveToLocation_Params params;
params.Dest = Dest;
params.AcceptanceRadius = AcceptanceRadius;
params.bStopOnOverlap = bStopOnOverlap;
params.bUsePathfinding = bUsePathfinding;
params.bProjectDestinationToNavigation = bProjectDestinationToNavigation;
params.bCanStrafe = bCanStrafe;
params.FilterClass = FilterClass;
params.bAllowPartialPath = bAllowPartialPath;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.MoveToActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Goal (Parm, ZeroConstructor, IsPlainOldData)
// float AcceptanceRadius (Parm, ZeroConstructor, IsPlainOldData)
// bool bStopOnOverlap (Parm, ZeroConstructor, IsPlainOldData)
// bool bUsePathfinding (Parm, ZeroConstructor, IsPlainOldData)
// bool bCanStrafe (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* FilterClass (Parm, ZeroConstructor, IsPlainOldData)
// bool bAllowPartialPath (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPathFollowingRequestResult> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPathFollowingRequestResult> AAIController::MoveToActor(class AActor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class UClass* FilterClass, bool bAllowPartialPath)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.MoveToActor");
AAIController_MoveToActor_Params params;
params.Goal = Goal;
params.AcceptanceRadius = AcceptanceRadius;
params.bStopOnOverlap = bStopOnOverlap;
params.bUsePathfinding = bUsePathfinding;
params.bCanStrafe = bCanStrafe;
params.FilterClass = FilterClass;
params.bAllowPartialPath = bAllowPartialPath;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.K2_SetFocus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* NewFocus (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::K2_SetFocus(class AActor* NewFocus)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.K2_SetFocus");
AAIController_K2_SetFocus_Params params;
params.NewFocus = NewFocus;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.K2_SetFocalPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector FP (Parm, IsPlainOldData)
void AAIController::K2_SetFocalPoint(const struct FVector& FP)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.K2_SetFocalPoint");
AAIController_K2_SetFocalPoint_Params params;
params.FP = FP;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.K2_ClearFocus
// (Final, Native, Public, BlueprintCallable)
void AAIController::K2_ClearFocus()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.K2_ClearFocus");
AAIController_K2_ClearFocus_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIController.HasPartialPath
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool AAIController::HasPartialPath()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.HasPartialPath");
AAIController_HasPartialPath_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetPathFollowingComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPathFollowingComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UPathFollowingComponent* AAIController::GetPathFollowingComponent()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetPathFollowingComponent");
AAIController_GetPathFollowingComponent_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetMoveStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EPathFollowingStatus> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPathFollowingStatus> AAIController::GetMoveStatus()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetMoveStatus");
AAIController_GetMoveStatus_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetImmediateMoveDestination
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector AAIController::GetImmediateMoveDestination()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetImmediateMoveDestination");
AAIController_GetImmediateMoveDestination_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetFocusActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AActor* AAIController::GetFocusActor()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetFocusActor");
AAIController_GetFocusActor_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetFocalPointOnActor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector AAIController::GetFocalPointOnActor(class AActor* Actor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetFocalPointOnActor");
AAIController_GetFocalPointOnActor_Params params;
params.Actor = Actor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetFocalPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector AAIController::GetFocalPoint()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetFocalPoint");
AAIController_GetFocalPoint_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.GetAIPerceptionComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UAIPerceptionComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UAIPerceptionComponent* AAIController::GetAIPerceptionComponent()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.GetAIPerceptionComponent");
AAIController_GetAIPerceptionComponent_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIController.ClaimTaskResource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* ResourceClass (Parm, ZeroConstructor, IsPlainOldData)
void AAIController::ClaimTaskResource(class UClass* ResourceClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIController.ClaimTaskResource");
AAIController_ClaimTaskResource_Params params;
params.ResourceClass = ResourceClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.SetFinishOnMessageWithId
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// struct FName MessageName (Parm, ZeroConstructor, IsPlainOldData)
// int RequestID (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::SetFinishOnMessageWithId(const struct FName& MessageName, int RequestID)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.SetFinishOnMessageWithId");
UBTTask_BlueprintBase_SetFinishOnMessageWithId_Params params;
params.MessageName = MessageName;
params.RequestID = RequestID;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.SetFinishOnMessage
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// struct FName MessageName (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::SetFinishOnMessage(const struct FName& MessageName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.SetFinishOnMessage");
UBTTask_BlueprintBase_SetFinishOnMessage_Params params;
params.MessageName = MessageName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveTickAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveTickAI(class AAIController* OwnerController, class APawn* ControlledPawn, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveTickAI");
UBTTask_BlueprintBase_ReceiveTickAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveTick
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveTick(class AActor* OwnerActor, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveTick");
UBTTask_BlueprintBase_ReceiveTick_Params params;
params.OwnerActor = OwnerActor;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveExecuteAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveExecuteAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveExecuteAI");
UBTTask_BlueprintBase_ReceiveExecuteAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveExecute
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveExecute(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveExecute");
UBTTask_BlueprintBase_ReceiveExecute_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveAbortAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveAbortAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveAbortAI");
UBTTask_BlueprintBase_ReceiveAbortAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.ReceiveAbort
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::ReceiveAbort(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.ReceiveAbort");
UBTTask_BlueprintBase_ReceiveAbort_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.IsTaskExecuting
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTTask_BlueprintBase::IsTaskExecuting()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.IsTaskExecuting");
UBTTask_BlueprintBase_IsTaskExecuting_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTTask_BlueprintBase.IsTaskAborting
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTTask_BlueprintBase::IsTaskAborting()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.IsTaskAborting");
UBTTask_BlueprintBase_IsTaskAborting_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTTask_BlueprintBase.FinishExecute
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool bSuccess (Parm, ZeroConstructor, IsPlainOldData)
void UBTTask_BlueprintBase::FinishExecute(bool bSuccess)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.FinishExecute");
UBTTask_BlueprintBase_FinishExecute_Params params;
params.bSuccess = bSuccess;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTTask_BlueprintBase.FinishAbort
// (Final, Native, Protected, BlueprintCallable)
void UBTTask_BlueprintBase::FinishAbort()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTTask_BlueprintBase.FinishAbort");
UBTTask_BlueprintBase_FinishAbort_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PathFollowingComponent.OnNavDataRegistered
// (Final, Native, Protected)
// Parameters:
// class ANavigationData* NavData (Parm, ZeroConstructor, IsPlainOldData)
void UPathFollowingComponent::OnNavDataRegistered(class ANavigationData* NavData)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PathFollowingComponent.OnNavDataRegistered");
UPathFollowingComponent_OnNavDataRegistered_Params params;
params.NavData = NavData;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PathFollowingComponent.OnActorBump
// (Native, Public, HasOutParms, HasDefaults)
// Parameters:
// class AActor* SelfActor (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector NormalImpulse (Parm, IsPlainOldData)
// struct FHitResult Hit (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
void UPathFollowingComponent::OnActorBump(class AActor* SelfActor, class AActor* OtherActor, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PathFollowingComponent.OnActorBump");
UPathFollowingComponent_OnActorBump_Params params;
params.SelfActor = SelfActor;
params.OtherActor = OtherActor;
params.NormalImpulse = NormalImpulse;
params.Hit = Hit;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PathFollowingComponent.GetPathDestination
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector UPathFollowingComponent::GetPathDestination()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PathFollowingComponent.GetPathDestination");
UPathFollowingComponent_GetPathDestination_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PathFollowingComponent.GetPathActionType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EPathFollowingAction> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPathFollowingAction> UPathFollowingComponent::GetPathActionType()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PathFollowingComponent.GetPathActionType");
UPathFollowingComponent_GetPathActionType_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIAsyncTaskBlueprintProxy.OnMoveCompleted
// (Final, Native, Public)
// Parameters:
// struct FAIRequestID RequestID (Parm)
// TEnumAsByte<EPathFollowingResult> MovementResult (Parm, ZeroConstructor, IsPlainOldData)
void UAIAsyncTaskBlueprintProxy::OnMoveCompleted(const struct FAIRequestID& RequestID, TEnumAsByte<EPathFollowingResult> MovementResult)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIAsyncTaskBlueprintProxy.OnMoveCompleted");
UAIAsyncTaskBlueprintProxy_OnMoveCompleted_Params params;
params.RequestID = RequestID;
params.MovementResult = MovementResult;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIBlueprintHelperLibrary.UnlockAIResourcesWithAnimation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimInstance* AnimInstance (Parm, ZeroConstructor, IsPlainOldData)
// bool bUnlockMovement (Parm, ZeroConstructor, IsPlainOldData)
// bool UnlockAILogic (Parm, ZeroConstructor, IsPlainOldData)
void UAIBlueprintHelperLibrary::UnlockAIResourcesWithAnimation(class UAnimInstance* AnimInstance, bool bUnlockMovement, bool UnlockAILogic)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.UnlockAIResourcesWithAnimation");
UAIBlueprintHelperLibrary_UnlockAIResourcesWithAnimation_Params params;
params.AnimInstance = AnimInstance;
params.bUnlockMovement = bUnlockMovement;
params.UnlockAILogic = UnlockAILogic;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIBlueprintHelperLibrary.SpawnAIFromClass
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* PawnClass (Parm, ZeroConstructor, IsPlainOldData)
// class UBehaviorTree* BehaviorTree (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Location (Parm, IsPlainOldData)
// struct FRotator Rotation (Parm, IsPlainOldData)
// bool bNoCollisionFail (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class APawn* UAIBlueprintHelperLibrary::SpawnAIFromClass(class UObject* WorldContextObject, class UClass* PawnClass, class UBehaviorTree* BehaviorTree, const struct FVector& Location, const struct FRotator& Rotation, bool bNoCollisionFail)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.SpawnAIFromClass");
UAIBlueprintHelperLibrary_SpawnAIFromClass_Params params;
params.WorldContextObject = WorldContextObject;
params.PawnClass = PawnClass;
params.BehaviorTree = BehaviorTree;
params.Location = Location;
params.Rotation = Rotation;
params.bNoCollisionFail = bNoCollisionFail;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.SendAIMessage
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APawn* Target (Parm, ZeroConstructor, IsPlainOldData)
// struct FName Message (Parm, ZeroConstructor, IsPlainOldData)
// class UObject* MessageSource (Parm, ZeroConstructor, IsPlainOldData)
// bool bSuccess (Parm, ZeroConstructor, IsPlainOldData)
void UAIBlueprintHelperLibrary::SendAIMessage(class APawn* Target, const struct FName& Message, class UObject* MessageSource, bool bSuccess)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.SendAIMessage");
UAIBlueprintHelperLibrary_SendAIMessage_Params params;
params.Target = Target;
params.Message = Message;
params.MessageSource = MessageSource;
params.bSuccess = bSuccess;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIBlueprintHelperLibrary.LockAIResourcesWithAnimation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimInstance* AnimInstance (Parm, ZeroConstructor, IsPlainOldData)
// bool bLockMovement (Parm, ZeroConstructor, IsPlainOldData)
// bool LockAILogic (Parm, ZeroConstructor, IsPlainOldData)
void UAIBlueprintHelperLibrary::LockAIResourcesWithAnimation(class UAnimInstance* AnimInstance, bool bLockMovement, bool LockAILogic)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.LockAIResourcesWithAnimation");
UAIBlueprintHelperLibrary_LockAIResourcesWithAnimation_Params params;
params.AnimInstance = AnimInstance;
params.bLockMovement = bLockMovement;
params.LockAILogic = LockAILogic;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIBlueprintHelperLibrary.IsValidAIRotation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator Rotation (Parm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UAIBlueprintHelperLibrary::IsValidAIRotation(const struct FRotator& Rotation)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.IsValidAIRotation");
UAIBlueprintHelperLibrary_IsValidAIRotation_Params params;
params.Rotation = Rotation;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.IsValidAILocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector Location (Parm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UAIBlueprintHelperLibrary::IsValidAILocation(const struct FVector& Location)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.IsValidAILocation");
UAIBlueprintHelperLibrary_IsValidAILocation_Params params;
params.Location = Location;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.IsValidAIDirection
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector DirectionVector (Parm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UAIBlueprintHelperLibrary::IsValidAIDirection(const struct FVector& DirectionVector)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.IsValidAIDirection");
UAIBlueprintHelperLibrary_IsValidAIDirection_Params params;
params.DirectionVector = DirectionVector;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.GetCurrentPath
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AController* Controller (Parm, ZeroConstructor, IsPlainOldData)
// class UNavigationPath* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UNavigationPath* UAIBlueprintHelperLibrary::GetCurrentPath(class AController* Controller)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.GetCurrentPath");
UAIBlueprintHelperLibrary_GetCurrentPath_Params params;
params.Controller = Controller;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.GetBlackboard
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* Target (Parm, ZeroConstructor, IsPlainOldData)
// class UBlackboardComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UBlackboardComponent* UAIBlueprintHelperLibrary::GetBlackboard(class AActor* Target)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.GetBlackboard");
UAIBlueprintHelperLibrary_GetBlackboard_Params params;
params.Target = Target;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.GetAIController
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* ControlledActor (Parm, ZeroConstructor, IsPlainOldData)
// class AAIController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AAIController* UAIBlueprintHelperLibrary::GetAIController(class AActor* ControlledActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.GetAIController");
UAIBlueprintHelperLibrary_GetAIController_Params params;
params.ControlledActor = ControlledActor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIBlueprintHelperLibrary.CreateMoveToProxyObject
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* Pawn (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Destination (Parm, IsPlainOldData)
// class AActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData)
// float AcceptanceRadius (Parm, ZeroConstructor, IsPlainOldData)
// bool bStopOnOverlap (Parm, ZeroConstructor, IsPlainOldData)
// class UAIAsyncTaskBlueprintProxy* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(class UObject* WorldContextObject, class APawn* Pawn, const struct FVector& Destination, class AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIBlueprintHelperLibrary.CreateMoveToProxyObject");
UAIBlueprintHelperLibrary_CreateMoveToProxyObject_Params params;
params.WorldContextObject = WorldContextObject;
params.Pawn = Pawn;
params.Destination = Destination;
params.TargetActor = TargetActor;
params.AcceptanceRadius = AcceptanceRadius;
params.bStopOnOverlap = bStopOnOverlap;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIPerceptionComponent.SetSenseEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* SenseClass (Parm, ZeroConstructor, IsPlainOldData)
// bool bEnable (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionComponent::SetSenseEnabled(class UClass* SenseClass, bool bEnable)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.SetSenseEnabled");
UAIPerceptionComponent_SetSenseEnabled_Params params;
params.SenseClass = SenseClass;
params.bEnable = bEnable;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionComponent.RequestStimuliListenerUpdate
// (Final, Native, Public, BlueprintCallable)
void UAIPerceptionComponent::RequestStimuliListenerUpdate()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.RequestStimuliListenerUpdate");
UAIPerceptionComponent_RequestStimuliListenerUpdate_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionComponent.OnOwnerEndPlay
// (Final, Native, Public)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEndPlayReason> EndPlayReason (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionComponent::OnOwnerEndPlay(class AActor* Actor, TEnumAsByte<EEndPlayReason> EndPlayReason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.OnOwnerEndPlay");
UAIPerceptionComponent_OnOwnerEndPlay_Params params;
params.Actor = Actor;
params.EndPlayReason = EndPlayReason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionComponent.GetPerceivedHostileActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*> OutActors (Parm, OutParm, ZeroConstructor)
void UAIPerceptionComponent::GetPerceivedHostileActors(TArray<class AActor*>* OutActors)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.GetPerceivedHostileActors");
UAIPerceptionComponent_GetPerceivedHostileActors_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutActors != nullptr)
*OutActors = params.OutActors;
}
// Function AIModule.AIPerceptionComponent.GetPerceivedActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass* SenseToUse (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*> OutActors (Parm, OutParm, ZeroConstructor)
void UAIPerceptionComponent::GetPerceivedActors(class UClass* SenseToUse, TArray<class AActor*>* OutActors)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.GetPerceivedActors");
UAIPerceptionComponent_GetPerceivedActors_Params params;
params.SenseToUse = SenseToUse;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutActors != nullptr)
*OutActors = params.OutActors;
}
// Function AIModule.AIPerceptionComponent.GetKnownPerceivedActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass* SenseToUse (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*> OutActors (Parm, OutParm, ZeroConstructor)
void UAIPerceptionComponent::GetKnownPerceivedActors(class UClass* SenseToUse, TArray<class AActor*>* OutActors)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.GetKnownPerceivedActors");
UAIPerceptionComponent_GetKnownPerceivedActors_Params params;
params.SenseToUse = SenseToUse;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutActors != nullptr)
*OutActors = params.OutActors;
}
// Function AIModule.AIPerceptionComponent.GetCurrentlyPerceivedActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass* SenseToUse (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*> OutActors (Parm, OutParm, ZeroConstructor)
void UAIPerceptionComponent::GetCurrentlyPerceivedActors(class UClass* SenseToUse, TArray<class AActor*>* OutActors)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.GetCurrentlyPerceivedActors");
UAIPerceptionComponent_GetCurrentlyPerceivedActors_Params params;
params.SenseToUse = SenseToUse;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (OutActors != nullptr)
*OutActors = params.OutActors;
}
// Function AIModule.AIPerceptionComponent.GetActorsPerception
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
// struct FActorPerceptionBlueprintInfo Info (Parm, OutParm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UAIPerceptionComponent::GetActorsPerception(class AActor* Actor, struct FActorPerceptionBlueprintInfo* Info)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionComponent.GetActorsPerception");
UAIPerceptionComponent_GetActorsPerception_Params params;
params.Actor = Actor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Info != nullptr)
*Info = params.Info;
return params.ReturnValue;
}
// Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromSense
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* SenseClass (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionStimuliSourceComponent::UnregisterFromSense(class UClass* SenseClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromSense");
UAIPerceptionStimuliSourceComponent_UnregisterFromSense_Params params;
params.SenseClass = SenseClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromPerceptionSystem
// (Final, Native, Public, BlueprintCallable)
void UAIPerceptionStimuliSourceComponent::UnregisterFromPerceptionSystem()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromPerceptionSystem");
UAIPerceptionStimuliSourceComponent_UnregisterFromPerceptionSystem_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionStimuliSourceComponent.RegisterWithPerceptionSystem
// (Final, Native, Public, BlueprintCallable)
void UAIPerceptionStimuliSourceComponent::RegisterWithPerceptionSystem()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionStimuliSourceComponent.RegisterWithPerceptionSystem");
UAIPerceptionStimuliSourceComponent_RegisterWithPerceptionSystem_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionStimuliSourceComponent.RegisterForSense
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass* SenseClass (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionStimuliSourceComponent::RegisterForSense(class UClass* SenseClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionStimuliSourceComponent.RegisterForSense");
UAIPerceptionStimuliSourceComponent_RegisterForSense_Params params;
params.SenseClass = SenseClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionSystem.ReportPerceptionEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class UAISenseEvent* PerceptionEvent (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionSystem::ReportPerceptionEvent(class UObject* WorldContextObject, class UAISenseEvent* PerceptionEvent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionSystem.ReportPerceptionEvent");
UAIPerceptionSystem_ReportPerceptionEvent_Params params;
params.WorldContextObject = WorldContextObject;
params.PerceptionEvent = PerceptionEvent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionSystem.ReportEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAISenseEvent* PerceptionEvent (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionSystem::ReportEvent(class UAISenseEvent* PerceptionEvent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionSystem.ReportEvent");
UAIPerceptionSystem_ReportEvent_Params params;
params.PerceptionEvent = PerceptionEvent;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionSystem.RegisterPerceptionStimuliSource
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* Sense (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* Target (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UAIPerceptionSystem::RegisterPerceptionStimuliSource(class UObject* WorldContextObject, class UClass* Sense, class AActor* Target)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionSystem.RegisterPerceptionStimuliSource");
UAIPerceptionSystem_RegisterPerceptionStimuliSource_Params params;
params.WorldContextObject = WorldContextObject;
params.Sense = Sense;
params.Target = Target;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AIPerceptionSystem.OnPerceptionStimuliSourceEndPlay
// (Final, Native, Protected)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEndPlayReason> EndPlayReason (Parm, ZeroConstructor, IsPlainOldData)
void UAIPerceptionSystem::OnPerceptionStimuliSourceEndPlay(class AActor* Actor, TEnumAsByte<EEndPlayReason> EndPlayReason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionSystem.OnPerceptionStimuliSourceEndPlay");
UAIPerceptionSystem_OnPerceptionStimuliSourceEndPlay_Params params;
params.Actor = Actor;
params.EndPlayReason = EndPlayReason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AIPerceptionSystem.GetSenseClassForStimulus
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FAIStimulus Stimulus (ConstParm, Parm, OutParm, ReferenceParm)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* UAIPerceptionSystem::GetSenseClassForStimulus(class UObject* WorldContextObject, const struct FAIStimulus& Stimulus)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AIPerceptionSystem.GetSenseClassForStimulus");
UAIPerceptionSystem_GetSenseClassForStimulus_Params params;
params.WorldContextObject = WorldContextObject;
params.Stimulus = Stimulus;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AISense_Blueprint.OnUpdate
// (Event, Public, HasOutParms, BlueprintEvent)
// Parameters:
// TArray<class UAISenseEvent*> EventsToProcess (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UAISense_Blueprint::OnUpdate(TArray<class UAISenseEvent*> EventsToProcess)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.OnUpdate");
UAISense_Blueprint_OnUpdate_Params params;
params.EventsToProcess = EventsToProcess;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AISense_Blueprint.OnListenerUpdated
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* ActorListener (Parm, ZeroConstructor, IsPlainOldData)
// class UAIPerceptionComponent* PerceptionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UAISense_Blueprint::OnListenerUpdated(class AActor* ActorListener, class UAIPerceptionComponent* PerceptionComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.OnListenerUpdated");
UAISense_Blueprint_OnListenerUpdated_Params params;
params.ActorListener = ActorListener;
params.PerceptionComponent = PerceptionComponent;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Blueprint.OnListenerUnregistered
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* ActorListener (Parm, ZeroConstructor, IsPlainOldData)
// class UAIPerceptionComponent* PerceptionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UAISense_Blueprint::OnListenerUnregistered(class AActor* ActorListener, class UAIPerceptionComponent* PerceptionComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.OnListenerUnregistered");
UAISense_Blueprint_OnListenerUnregistered_Params params;
params.ActorListener = ActorListener;
params.PerceptionComponent = PerceptionComponent;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Blueprint.OnListenerRegistered
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* ActorListener (Parm, ZeroConstructor, IsPlainOldData)
// class UAIPerceptionComponent* PerceptionComponent (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UAISense_Blueprint::OnListenerRegistered(class AActor* ActorListener, class UAIPerceptionComponent* PerceptionComponent)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.OnListenerRegistered");
UAISense_Blueprint_OnListenerRegistered_Params params;
params.ActorListener = ActorListener;
params.PerceptionComponent = PerceptionComponent;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Blueprint.K2_OnNewPawn
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* NewPawn (Parm, ZeroConstructor, IsPlainOldData)
void UAISense_Blueprint::K2_OnNewPawn(class APawn* NewPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.K2_OnNewPawn");
UAISense_Blueprint_K2_OnNewPawn_Params params;
params.NewPawn = NewPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Blueprint.GetAllListenerComponents
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UAIPerceptionComponent*> ListenerComponents (Parm, OutParm, ZeroConstructor)
void UAISense_Blueprint::GetAllListenerComponents(TArray<class UAIPerceptionComponent*>* ListenerComponents)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.GetAllListenerComponents");
UAISense_Blueprint_GetAllListenerComponents_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ListenerComponents != nullptr)
*ListenerComponents = params.ListenerComponents;
}
// Function AIModule.AISense_Blueprint.GetAllListenerActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*> ListenerActors (Parm, OutParm, ZeroConstructor)
void UAISense_Blueprint::GetAllListenerActors(TArray<class AActor*>* ListenerActors)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Blueprint.GetAllListenerActors");
UAISense_Blueprint_GetAllListenerActors_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ListenerActors != nullptr)
*ListenerActors = params.ListenerActors;
}
// Function AIModule.AISense_Damage.ReportDamageEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* DamagedActor (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* Instigator (Parm, ZeroConstructor, IsPlainOldData)
// float DamageAmount (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector EventLocation (Parm, IsPlainOldData)
// struct FVector HitLocation (Parm, IsPlainOldData)
void UAISense_Damage::ReportDamageEvent(class UObject* WorldContextObject, class AActor* DamagedActor, class AActor* Instigator, float DamageAmount, const struct FVector& EventLocation, const struct FVector& HitLocation)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Damage.ReportDamageEvent");
UAISense_Damage_ReportDamageEvent_Params params;
params.WorldContextObject = WorldContextObject;
params.DamagedActor = DamagedActor;
params.Instigator = Instigator;
params.DamageAmount = DamageAmount;
params.EventLocation = EventLocation;
params.HitLocation = HitLocation;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Hearing.ReportNoiseEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector NoiseLocation (Parm, IsPlainOldData)
// float Loudness (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* Instigator (Parm, ZeroConstructor, IsPlainOldData)
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData)
// struct FName Tag (Parm, ZeroConstructor, IsPlainOldData)
void UAISense_Hearing::ReportNoiseEvent(class UObject* WorldContextObject, const struct FVector& NoiseLocation, float Loudness, class AActor* Instigator, float MaxRange, const struct FName& Tag)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Hearing.ReportNoiseEvent");
UAISense_Hearing_ReportNoiseEvent_Params params;
params.WorldContextObject = WorldContextObject;
params.NoiseLocation = NoiseLocation;
params.Loudness = Loudness;
params.Instigator = Instigator;
params.MaxRange = MaxRange;
params.Tag = Tag;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Prediction.RequestPawnPredictionEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APawn* Requestor (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* PredictedActor (Parm, ZeroConstructor, IsPlainOldData)
// float PredictionTime (Parm, ZeroConstructor, IsPlainOldData)
void UAISense_Prediction::RequestPawnPredictionEvent(class APawn* Requestor, class AActor* PredictedActor, float PredictionTime)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Prediction.RequestPawnPredictionEvent");
UAISense_Prediction_RequestPawnPredictionEvent_Params params;
params.Requestor = Requestor;
params.PredictedActor = PredictedActor;
params.PredictionTime = PredictionTime;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISense_Prediction.RequestControllerPredictionEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AAIController* Requestor (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* PredictedActor (Parm, ZeroConstructor, IsPlainOldData)
// float PredictionTime (Parm, ZeroConstructor, IsPlainOldData)
void UAISense_Prediction::RequestControllerPredictionEvent(class AAIController* Requestor, class AActor* PredictedActor, float PredictionTime)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISense_Prediction.RequestControllerPredictionEvent");
UAISense_Prediction_RequestControllerPredictionEvent_Params params;
params.Requestor = Requestor;
params.PredictedActor = PredictedActor;
params.PredictionTime = PredictionTime;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISystem.AILoggingVerbose
// (Exec, Native, Public)
void UAISystem::AILoggingVerbose()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISystem.AILoggingVerbose");
UAISystem_AILoggingVerbose_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AISystem.AIIgnorePlayers
// (Exec, Native, Public)
void UAISystem::AIIgnorePlayers()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AISystem.AIIgnorePlayers");
UAISystem_AIIgnorePlayers_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.AITask_MoveTo.AIMoveTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector GoalLocation (Parm, IsPlainOldData)
// class AActor* GoalActor (Parm, ZeroConstructor, IsPlainOldData)
// float AcceptanceRadius (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAIOptionFlag> StopOnOverlap (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAIOptionFlag> AcceptPartialPath (Parm, ZeroConstructor, IsPlainOldData)
// bool bUsePathfinding (Parm, ZeroConstructor, IsPlainOldData)
// bool bLockAILogic (Parm, ZeroConstructor, IsPlainOldData)
// bool bUseContinuosGoalTracking (Parm, ZeroConstructor, IsPlainOldData)
// class UAITask_MoveTo* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UAITask_MoveTo* UAITask_MoveTo::AIMoveTo(class AAIController* Controller, const struct FVector& GoalLocation, class AActor* GoalActor, float AcceptanceRadius, TEnumAsByte<EAIOptionFlag> StopOnOverlap, TEnumAsByte<EAIOptionFlag> AcceptPartialPath, bool bUsePathfinding, bool bLockAILogic, bool bUseContinuosGoalTracking)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AITask_MoveTo.AIMoveTo");
UAITask_MoveTo_AIMoveTo_Params params;
params.Controller = Controller;
params.GoalLocation = GoalLocation;
params.GoalActor = GoalActor;
params.AcceptanceRadius = AcceptanceRadius;
params.StopOnOverlap = StopOnOverlap;
params.AcceptPartialPath = AcceptPartialPath;
params.bUsePathfinding = bUsePathfinding;
params.bLockAILogic = bLockAILogic;
params.bUseContinuosGoalTracking = bUseContinuosGoalTracking;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.AITask_RunEQS.RunEQS
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, IsPlainOldData)
// class UEnvQuery* QueryTemplate (Parm, ZeroConstructor, IsPlainOldData)
// class UAITask_RunEQS* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UAITask_RunEQS* UAITask_RunEQS::RunEQS(class AAIController* Controller, class UEnvQuery* QueryTemplate)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.AITask_RunEQS.RunEQS");
UAITask_RunEQS_RunEQS_Params params;
params.Controller = Controller;
params.QueryTemplate = QueryTemplate;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BrainComponent.StopLogic
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FString Reason (Parm, ZeroConstructor)
void UBrainComponent::StopLogic(const struct FString& Reason)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BrainComponent.StopLogic");
UBrainComponent_StopLogic_Params params;
params.Reason = Reason;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BrainComponent.RestartLogic
// (Native, Public, BlueprintCallable)
void UBrainComponent::RestartLogic()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BrainComponent.RestartLogic");
UBrainComponent_RestartLogic_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BrainComponent.IsRunning
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBrainComponent::IsRunning()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BrainComponent.IsRunning");
UBrainComponent_IsRunning_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BrainComponent.IsPaused
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBrainComponent::IsPaused()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BrainComponent.IsPaused");
UBrainComponent_IsPaused_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BehaviorTreeComponent.SetDynamicSubtree
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag InjectTag (Parm)
// class UBehaviorTree* BehaviorAsset (Parm, ZeroConstructor, IsPlainOldData)
void UBehaviorTreeComponent::SetDynamicSubtree(const struct FGameplayTag& InjectTag, class UBehaviorTree* BehaviorAsset)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BehaviorTreeComponent.SetDynamicSubtree");
UBehaviorTreeComponent_SetDynamicSubtree_Params params;
params.InjectTag = InjectTag;
params.BehaviorAsset = BehaviorAsset;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BehaviorTreeComponent.GetTagCooldownEndTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag CooldownTag (Parm)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UBehaviorTreeComponent::GetTagCooldownEndTime(const struct FGameplayTag& CooldownTag)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BehaviorTreeComponent.GetTagCooldownEndTime");
UBehaviorTreeComponent_GetTagCooldownEndTime_Params params;
params.CooldownTag = CooldownTag;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BehaviorTreeComponent.AddCooldownTagDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag CooldownTag (Parm)
// float CooldownDuration (Parm, ZeroConstructor, IsPlainOldData)
// bool bAddToExistingDuration (Parm, ZeroConstructor, IsPlainOldData)
void UBehaviorTreeComponent::AddCooldownTagDuration(const struct FGameplayTag& CooldownTag, float CooldownDuration, bool bAddToExistingDuration)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BehaviorTreeComponent.AddCooldownTagDuration");
UBehaviorTreeComponent_AddCooldownTagDuration_Params params;
params.CooldownTag = CooldownTag;
params.CooldownDuration = CooldownDuration;
params.bAddToExistingDuration = bAddToExistingDuration;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsVector
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FVector VectorValue (Parm, IsPlainOldData)
void UBlackboardComponent::SetValueAsVector(const struct FName& KeyName, const struct FVector& VectorValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsVector");
UBlackboardComponent_SetValueAsVector_Params params;
params.KeyName = KeyName;
params.VectorValue = VectorValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsString
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FString StringValue (Parm, ZeroConstructor)
void UBlackboardComponent::SetValueAsString(const struct FName& KeyName, const struct FString& StringValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsString");
UBlackboardComponent_SetValueAsString_Params params;
params.KeyName = KeyName;
params.StringValue = StringValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsRotator
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FRotator VectorValue (Parm, IsPlainOldData)
void UBlackboardComponent::SetValueAsRotator(const struct FName& KeyName, const struct FRotator& VectorValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsRotator");
UBlackboardComponent_SetValueAsRotator_Params params;
params.KeyName = KeyName;
params.VectorValue = VectorValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsObject
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UObject* ObjectValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsObject(const struct FName& KeyName, class UObject* ObjectValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsObject");
UBlackboardComponent_SetValueAsObject_Params params;
params.KeyName = KeyName;
params.ObjectValue = ObjectValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsName
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FName NameValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsName(const struct FName& KeyName, const struct FName& NameValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsName");
UBlackboardComponent_SetValueAsName_Params params;
params.KeyName = KeyName;
params.NameValue = NameValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsInt
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int IntValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsInt(const struct FName& KeyName, int IntValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsInt");
UBlackboardComponent_SetValueAsInt_Params params;
params.KeyName = KeyName;
params.IntValue = IntValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsFloat
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// float FloatValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsFloat(const struct FName& KeyName, float FloatValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsFloat");
UBlackboardComponent_SetValueAsFloat_Params params;
params.KeyName = KeyName;
params.FloatValue = FloatValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsEnum
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// unsigned char EnumValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsEnum(const struct FName& KeyName, unsigned char EnumValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsEnum");
UBlackboardComponent_SetValueAsEnum_Params params;
params.KeyName = KeyName;
params.EnumValue = EnumValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsClass
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UClass* ClassValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsClass(const struct FName& KeyName, class UClass* ClassValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsClass");
UBlackboardComponent_SetValueAsClass_Params params;
params.KeyName = KeyName;
params.ClassValue = ClassValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.SetValueAsBool
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool BoolValue (Parm, ZeroConstructor, IsPlainOldData)
void UBlackboardComponent::SetValueAsBool(const struct FName& KeyName, bool BoolValue)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.SetValueAsBool");
UBlackboardComponent_SetValueAsBool_Params params;
params.KeyName = KeyName;
params.BoolValue = BoolValue;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BlackboardComponent.IsVectorValueSet
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBlackboardComponent::IsVectorValueSet(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.IsVectorValueSet");
UBlackboardComponent_IsVectorValueSet_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsVector
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector UBlackboardComponent::GetValueAsVector(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsVector");
UBlackboardComponent_GetValueAsVector_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsString
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString UBlackboardComponent::GetValueAsString(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsString");
UBlackboardComponent_GetValueAsString_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsRotator
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FRotator ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FRotator UBlackboardComponent::GetValueAsRotator(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsRotator");
UBlackboardComponent_GetValueAsRotator_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsObject
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UObject* UBlackboardComponent::GetValueAsObject(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsObject");
UBlackboardComponent_GetValueAsObject_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsName
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
struct FName UBlackboardComponent::GetValueAsName(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsName");
UBlackboardComponent_GetValueAsName_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsInt
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBlackboardComponent::GetValueAsInt(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsInt");
UBlackboardComponent_GetValueAsInt_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsFloat
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UBlackboardComponent::GetValueAsFloat(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsFloat");
UBlackboardComponent_GetValueAsFloat_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsEnum
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// unsigned char ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
unsigned char UBlackboardComponent::GetValueAsEnum(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsEnum");
UBlackboardComponent_GetValueAsEnum_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsClass
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* UBlackboardComponent::GetValueAsClass(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsClass");
UBlackboardComponent_GetValueAsClass_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetValueAsBool
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBlackboardComponent::GetValueAsBool(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetValueAsBool");
UBlackboardComponent_GetValueAsBool_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetRotationFromEntry
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FRotator ResultRotation (Parm, OutParm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBlackboardComponent::GetRotationFromEntry(const struct FName& KeyName, struct FRotator* ResultRotation)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetRotationFromEntry");
UBlackboardComponent_GetRotationFromEntry_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultRotation != nullptr)
*ResultRotation = params.ResultRotation;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.GetLocationFromEntry
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// struct FVector ResultLocation (Parm, OutParm, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBlackboardComponent::GetLocationFromEntry(const struct FName& KeyName, struct FVector* ResultLocation)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.GetLocationFromEntry");
UBlackboardComponent_GetLocationFromEntry_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultLocation != nullptr)
*ResultLocation = params.ResultLocation;
return params.ReturnValue;
}
// Function AIModule.BlackboardComponent.ClearValue
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName KeyName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
void UBlackboardComponent::ClearValue(const struct FName& KeyName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BlackboardComponent.ClearValue");
UBlackboardComponent_ClearValue_Params params;
params.KeyName = KeyName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveTickAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveTickAI(class AAIController* OwnerController, class APawn* ControlledPawn, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveTickAI");
UBTDecorator_BlueprintBase_ReceiveTickAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveTick
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveTick(class AActor* OwnerActor, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveTick");
UBTDecorator_BlueprintBase_ReceiveTick_Params params;
params.OwnerActor = OwnerActor;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverDeactivatedAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveObserverDeactivatedAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverDeactivatedAI");
UBTDecorator_BlueprintBase_ReceiveObserverDeactivatedAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverDeactivated
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveObserverDeactivated(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverDeactivated");
UBTDecorator_BlueprintBase_ReceiveObserverDeactivated_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverActivatedAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveObserverActivatedAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverActivatedAI");
UBTDecorator_BlueprintBase_ReceiveObserverActivatedAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverActivated
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveObserverActivated(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverActivated");
UBTDecorator_BlueprintBase_ReceiveObserverActivated_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionStartAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveExecutionStartAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionStartAI");
UBTDecorator_BlueprintBase_ReceiveExecutionStartAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionStart
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveExecutionStart(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionStart");
UBTDecorator_BlueprintBase_ReceiveExecutionStart_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionFinishAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBTNodeResult> NodeResult (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveExecutionFinishAI(class AAIController* OwnerController, class APawn* ControlledPawn, TEnumAsByte<EBTNodeResult> NodeResult)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionFinishAI");
UBTDecorator_BlueprintBase_ReceiveExecutionFinishAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
params.NodeResult = NodeResult;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionFinish
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBTNodeResult> NodeResult (Parm, ZeroConstructor, IsPlainOldData)
void UBTDecorator_BlueprintBase::ReceiveExecutionFinish(class AActor* OwnerActor, TEnumAsByte<EBTNodeResult> NodeResult)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionFinish");
UBTDecorator_BlueprintBase_ReceiveExecutionFinish_Params params;
params.OwnerActor = OwnerActor;
params.NodeResult = NodeResult;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTDecorator_BlueprintBase.PerformConditionCheckAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTDecorator_BlueprintBase::PerformConditionCheckAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.PerformConditionCheckAI");
UBTDecorator_BlueprintBase_PerformConditionCheckAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTDecorator_BlueprintBase.PerformConditionCheck
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTDecorator_BlueprintBase::PerformConditionCheck(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.PerformConditionCheck");
UBTDecorator_BlueprintBase_PerformConditionCheck_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTDecorator_BlueprintBase.IsDecoratorObserverActive
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTDecorator_BlueprintBase::IsDecoratorObserverActive()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.IsDecoratorObserverActive");
UBTDecorator_BlueprintBase_IsDecoratorObserverActive_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTDecorator_BlueprintBase.IsDecoratorExecutionActive
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTDecorator_BlueprintBase::IsDecoratorExecutionActive()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTDecorator_BlueprintBase.IsDecoratorExecutionActive");
UBTDecorator_BlueprintBase_IsDecoratorExecutionActive_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.StopUsingExternalEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::StopUsingExternalEvent(class UBTNode* NodeOwner)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.StopUsingExternalEvent");
UBTFunctionLibrary_StopUsingExternalEvent_Params params;
params.NodeOwner = NodeOwner;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.StartUsingExternalEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* OwningActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::StartUsingExternalEvent(class UBTNode* NodeOwner, class AActor* OwningActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.StartUsingExternalEvent");
UBTFunctionLibrary_StartUsingExternalEvent_Params params;
params.NodeOwner = NodeOwner;
params.OwningActor = OwningActor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector Value (Parm, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsVector(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, const struct FVector& Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsVector");
UBTFunctionLibrary_SetBlackboardValueAsVector_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsString
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString Value (Parm, ZeroConstructor)
void UBTFunctionLibrary::SetBlackboardValueAsString(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, const struct FString& Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsString");
UBTFunctionLibrary_SetBlackboardValueAsString_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsRotator
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FRotator Value (Parm, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsRotator(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, const struct FRotator& Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsRotator");
UBTFunctionLibrary_SetBlackboardValueAsRotator_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsObject
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// class UObject* Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsObject(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, class UObject* Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsObject");
UBTFunctionLibrary_SetBlackboardValueAsObject_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FName Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsName(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, const struct FName& Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsName");
UBTFunctionLibrary_SetBlackboardValueAsName_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsInt
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// int Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsInt(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, int Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsInt");
UBTFunctionLibrary_SetBlackboardValueAsInt_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsFloat
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// float Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsFloat(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, float Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsFloat");
UBTFunctionLibrary_SetBlackboardValueAsFloat_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsEnum
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// unsigned char Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsEnum(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, unsigned char Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsEnum");
UBTFunctionLibrary_SetBlackboardValueAsEnum_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsClass
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// class UClass* Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsClass(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, class UClass* Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsClass");
UBTFunctionLibrary_SetBlackboardValueAsClass_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.SetBlackboardValueAsBool
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// bool Value (Parm, ZeroConstructor, IsPlainOldData)
void UBTFunctionLibrary::SetBlackboardValueAsBool(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key, bool Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.SetBlackboardValueAsBool");
UBTFunctionLibrary_SetBlackboardValueAsBool_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.GetOwnersBlackboard
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// class UBlackboardComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UBlackboardComponent* UBTFunctionLibrary::GetOwnersBlackboard(class UBTNode* NodeOwner)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetOwnersBlackboard");
UBTFunctionLibrary_GetOwnersBlackboard_Params params;
params.NodeOwner = NodeOwner;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetOwnerComponent
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// class UBehaviorTreeComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UBehaviorTreeComponent* UBTFunctionLibrary::GetOwnerComponent(class UBTNode* NodeOwner)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetOwnerComponent");
UBTFunctionLibrary_GetOwnerComponent_Params params;
params.NodeOwner = NodeOwner;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FVector UBTFunctionLibrary::GetBlackboardValueAsVector(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsVector");
UBTFunctionLibrary_GetBlackboardValueAsVector_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsString
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
struct FString UBTFunctionLibrary::GetBlackboardValueAsString(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsString");
UBTFunctionLibrary_GetBlackboardValueAsString_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsRotator
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FRotator ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData)
struct FRotator UBTFunctionLibrary::GetBlackboardValueAsRotator(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsRotator");
UBTFunctionLibrary_GetBlackboardValueAsRotator_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsObject
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UObject* UBTFunctionLibrary::GetBlackboardValueAsObject(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsObject");
UBTFunctionLibrary_GetBlackboardValueAsObject_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// struct FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
struct FName UBTFunctionLibrary::GetBlackboardValueAsName(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsName");
UBTFunctionLibrary_GetBlackboardValueAsName_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsInt
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UBTFunctionLibrary::GetBlackboardValueAsInt(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsInt");
UBTFunctionLibrary_GetBlackboardValueAsInt_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsFloat
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UBTFunctionLibrary::GetBlackboardValueAsFloat(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsFloat");
UBTFunctionLibrary_GetBlackboardValueAsFloat_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsEnum
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// unsigned char ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
unsigned char UBTFunctionLibrary::GetBlackboardValueAsEnum(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsEnum");
UBTFunctionLibrary_GetBlackboardValueAsEnum_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsClass
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UClass* UBTFunctionLibrary::GetBlackboardValueAsClass(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsClass");
UBTFunctionLibrary_GetBlackboardValueAsClass_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsBool
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTFunctionLibrary::GetBlackboardValueAsBool(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsBool");
UBTFunctionLibrary_GetBlackboardValueAsBool_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.GetBlackboardValueAsActor
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AActor* UBTFunctionLibrary::GetBlackboardValueAsActor(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.GetBlackboardValueAsActor");
UBTFunctionLibrary_GetBlackboardValueAsActor_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.BTFunctionLibrary.ClearBlackboardValueAsVector
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
void UBTFunctionLibrary::ClearBlackboardValueAsVector(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.ClearBlackboardValueAsVector");
UBTFunctionLibrary_ClearBlackboardValueAsVector_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTFunctionLibrary.ClearBlackboardValue
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UBTNode* NodeOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FBlackboardKeySelector Key (ConstParm, Parm, OutParm, ReferenceParm)
void UBTFunctionLibrary::ClearBlackboardValue(class UBTNode* NodeOwner, const struct FBlackboardKeySelector& Key)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTFunctionLibrary.ClearBlackboardValue");
UBTFunctionLibrary_ClearBlackboardValue_Params params;
params.NodeOwner = NodeOwner;
params.Key = Key;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveTickAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveTickAI(class AAIController* OwnerController, class APawn* ControlledPawn, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveTickAI");
UBTService_BlueprintBase_ReceiveTickAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveTick
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveTick(class AActor* OwnerActor, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveTick");
UBTService_BlueprintBase_ReceiveTick_Params params;
params.OwnerActor = OwnerActor;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveSearchStartAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveSearchStartAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveSearchStartAI");
UBTService_BlueprintBase_ReceiveSearchStartAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveSearchStart
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveSearchStart(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveSearchStart");
UBTService_BlueprintBase_ReceiveSearchStart_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveDeactivationAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveDeactivationAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveDeactivationAI");
UBTService_BlueprintBase_ReceiveDeactivationAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveDeactivation
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveDeactivation(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveDeactivation");
UBTService_BlueprintBase_ReceiveDeactivation_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveActivationAI
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData)
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveActivationAI(class AAIController* OwnerController, class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveActivationAI");
UBTService_BlueprintBase_ReceiveActivationAI_Params params;
params.OwnerController = OwnerController;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.ReceiveActivation
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData)
void UBTService_BlueprintBase::ReceiveActivation(class AActor* OwnerActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.ReceiveActivation");
UBTService_BlueprintBase_ReceiveActivation_Params params;
params.OwnerActor = OwnerActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.BTService_BlueprintBase.IsServiceActive
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UBTService_BlueprintBase::IsServiceActive()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.BTService_BlueprintBase.IsServiceActive");
UBTService_BlueprintBase_IsServiceActive_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.CrowdFollowingComponent.SuspendCrowdSteering
// (Native, Public, BlueprintCallable)
// Parameters:
// bool bSuspend (Parm, ZeroConstructor, IsPlainOldData)
void UCrowdFollowingComponent::SuspendCrowdSteering(bool bSuspend)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.CrowdFollowingComponent.SuspendCrowdSteering");
UCrowdFollowingComponent_SuspendCrowdSteering_Params params;
params.bSuspend = bSuspend;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryContext_BlueprintBase.ProvideSingleLocation
// (Event, Public, HasOutParms, HasDefaults, BlueprintEvent, Const)
// Parameters:
// class UObject* QuerierObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* QuerierActor (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector ResultingLocation (Parm, OutParm, IsPlainOldData)
void UEnvQueryContext_BlueprintBase::ProvideSingleLocation(class UObject* QuerierObject, class AActor* QuerierActor, struct FVector* ResultingLocation)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryContext_BlueprintBase.ProvideSingleLocation");
UEnvQueryContext_BlueprintBase_ProvideSingleLocation_Params params;
params.QuerierObject = QuerierObject;
params.QuerierActor = QuerierActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultingLocation != nullptr)
*ResultingLocation = params.ResultingLocation;
}
// Function AIModule.EnvQueryContext_BlueprintBase.ProvideSingleActor
// (Event, Public, HasOutParms, BlueprintEvent, Const)
// Parameters:
// class UObject* QuerierObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* QuerierActor (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* ResultingActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
void UEnvQueryContext_BlueprintBase::ProvideSingleActor(class UObject* QuerierObject, class AActor* QuerierActor, class AActor** ResultingActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryContext_BlueprintBase.ProvideSingleActor");
UEnvQueryContext_BlueprintBase_ProvideSingleActor_Params params;
params.QuerierObject = QuerierObject;
params.QuerierActor = QuerierActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultingActor != nullptr)
*ResultingActor = params.ResultingActor;
}
// Function AIModule.EnvQueryContext_BlueprintBase.ProvideLocationsSet
// (Event, Public, HasOutParms, BlueprintEvent, Const)
// Parameters:
// class UObject* QuerierObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* QuerierActor (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> ResultingLocationSet (Parm, OutParm, ZeroConstructor)
void UEnvQueryContext_BlueprintBase::ProvideLocationsSet(class UObject* QuerierObject, class AActor* QuerierActor, TArray<struct FVector>* ResultingLocationSet)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryContext_BlueprintBase.ProvideLocationsSet");
UEnvQueryContext_BlueprintBase_ProvideLocationsSet_Params params;
params.QuerierObject = QuerierObject;
params.QuerierActor = QuerierActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultingLocationSet != nullptr)
*ResultingLocationSet = params.ResultingLocationSet;
}
// Function AIModule.EnvQueryContext_BlueprintBase.ProvideActorsSet
// (Event, Public, HasOutParms, BlueprintEvent, Const)
// Parameters:
// class UObject* QuerierObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* QuerierActor (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*> ResultingActorsSet (Parm, OutParm, ZeroConstructor)
void UEnvQueryContext_BlueprintBase::ProvideActorsSet(class UObject* QuerierObject, class AActor* QuerierActor, TArray<class AActor*>* ResultingActorsSet)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryContext_BlueprintBase.ProvideActorsSet");
UEnvQueryContext_BlueprintBase_ProvideActorsSet_Params params;
params.QuerierObject = QuerierObject;
params.QuerierActor = QuerierActor;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (ResultingActorsSet != nullptr)
*ResultingActorsSet = params.ResultingActorsSet;
}
// Function AIModule.EnvQueryGenerator_BlueprintBase.GetQuerier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UObject* UEnvQueryGenerator_BlueprintBase::GetQuerier()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryGenerator_BlueprintBase.GetQuerier");
UEnvQueryGenerator_BlueprintBase_GetQuerier_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.EnvQueryGenerator_BlueprintBase.DoItemGeneration
// (Event, Public, HasOutParms, BlueprintEvent, Const)
// Parameters:
// TArray<struct FVector> ContextLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
void UEnvQueryGenerator_BlueprintBase::DoItemGeneration(TArray<struct FVector> ContextLocations)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryGenerator_BlueprintBase.DoItemGeneration");
UEnvQueryGenerator_BlueprintBase_DoItemGeneration_Params params;
params.ContextLocations = ContextLocations;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryGenerator_BlueprintBase.AddGeneratedVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, Const)
// Parameters:
// struct FVector GeneratedVector (Parm, IsPlainOldData)
void UEnvQueryGenerator_BlueprintBase::AddGeneratedVector(const struct FVector& GeneratedVector)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryGenerator_BlueprintBase.AddGeneratedVector");
UEnvQueryGenerator_BlueprintBase_AddGeneratedVector_Params params;
params.GeneratedVector = GeneratedVector;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryGenerator_BlueprintBase.AddGeneratedActor
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class AActor* GeneratedActor (Parm, ZeroConstructor, IsPlainOldData)
void UEnvQueryGenerator_BlueprintBase::AddGeneratedActor(class AActor* GeneratedActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryGenerator_BlueprintBase.AddGeneratedActor");
UEnvQueryGenerator_BlueprintBase_AddGeneratedActor_Params params;
params.GeneratedActor = GeneratedActor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryInstanceBlueprintWrapper.SetNamedParam
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName ParamName (Parm, ZeroConstructor, IsPlainOldData)
// float Value (Parm, ZeroConstructor, IsPlainOldData)
void UEnvQueryInstanceBlueprintWrapper::SetNamedParam(const struct FName& ParamName, float Value)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryInstanceBlueprintWrapper.SetNamedParam");
UEnvQueryInstanceBlueprintWrapper_SetNamedParam_Params params;
params.ParamName = ParamName;
params.Value = Value;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsLocations
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FVector> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<struct FVector> UEnvQueryInstanceBlueprintWrapper::GetResultsAsLocations()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsLocations");
UEnvQueryInstanceBlueprintWrapper_GetResultsAsLocations_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsActors
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm)
TArray<class AActor*> UEnvQueryInstanceBlueprintWrapper::GetResultsAsActors()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsActors");
UEnvQueryInstanceBlueprintWrapper_GetResultsAsActors_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.EnvQueryInstanceBlueprintWrapper.GetItemScore
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int ItemIndex (Parm, ZeroConstructor, IsPlainOldData)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UEnvQueryInstanceBlueprintWrapper::GetItemScore(int ItemIndex)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryInstanceBlueprintWrapper.GetItemScore");
UEnvQueryInstanceBlueprintWrapper_GetItemScore_Params params;
params.ItemIndex = ItemIndex;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// DelegateFunction AIModule.EnvQueryInstanceBlueprintWrapper.EQSQueryDoneSignature__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class UEnvQueryInstanceBlueprintWrapper* QueryInstance (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEnvQueryStatus> QueryStatus (Parm, ZeroConstructor, IsPlainOldData)
void UEnvQueryInstanceBlueprintWrapper::EQSQueryDoneSignature__DelegateSignature(class UEnvQueryInstanceBlueprintWrapper* QueryInstance, TEnumAsByte<EEnvQueryStatus> QueryStatus)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction AIModule.EnvQueryInstanceBlueprintWrapper.EQSQueryDoneSignature__DelegateSignature");
UEnvQueryInstanceBlueprintWrapper_EQSQueryDoneSignature__DelegateSignature_Params params;
params.QueryInstance = QueryInstance;
params.QueryStatus = QueryStatus;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.EnvQueryManager.RunEQSQuery
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class UEnvQuery* QueryTemplate (Parm, ZeroConstructor, IsPlainOldData)
// class UObject* Querier (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEnvQueryRunMode> RunMode (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* WrapperClass (Parm, ZeroConstructor, IsPlainOldData)
// class UEnvQueryInstanceBlueprintWrapper* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UEnvQueryInstanceBlueprintWrapper* UEnvQueryManager::RunEQSQuery(class UObject* WorldContextObject, class UEnvQuery* QueryTemplate, class UObject* Querier, TEnumAsByte<EEnvQueryRunMode> RunMode, class UClass* WrapperClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.EnvQueryManager.RunEQSQuery");
UEnvQueryManager_RunEQSQuery_Params params;
params.WorldContextObject = WorldContextObject;
params.QueryTemplate = QueryTemplate;
params.Querier = Querier;
params.RunMode = RunMode;
params.WrapperClass = WrapperClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.SetLocalNavigationGridDensity
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// float CellSize (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UNavLocalGridManager::SetLocalNavigationGridDensity(class UObject* WorldContextObject, float CellSize)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.SetLocalNavigationGridDensity");
UNavLocalGridManager_SetLocalNavigationGridDensity_Params params;
params.WorldContextObject = WorldContextObject;
params.CellSize = CellSize;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.RemoveLocalNavigationGrid
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// int GridId (Parm, ZeroConstructor, IsPlainOldData)
// bool bRebuildGrids (Parm, ZeroConstructor, IsPlainOldData)
void UNavLocalGridManager::RemoveLocalNavigationGrid(class UObject* WorldContextObject, int GridId, bool bRebuildGrids)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.RemoveLocalNavigationGrid");
UNavLocalGridManager_RemoveLocalNavigationGrid_Params params;
params.WorldContextObject = WorldContextObject;
params.GridId = GridId;
params.bRebuildGrids = bRebuildGrids;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.NavLocalGridManager.FindLocalNavigationGridPath
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Start (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector End (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TArray<struct FVector> PathPoints (Parm, OutParm, ZeroConstructor)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UNavLocalGridManager::FindLocalNavigationGridPath(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, TArray<struct FVector>* PathPoints)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.FindLocalNavigationGridPath");
UNavLocalGridManager_FindLocalNavigationGridPath_Params params;
params.WorldContextObject = WorldContextObject;
params.Start = Start;
params.End = End;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (PathPoints != nullptr)
*PathPoints = params.PathPoints;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.AddLocalNavigationGridForPoints
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector> Locations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int Radius2D (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float Height (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool bRebuildGrids (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UNavLocalGridManager::AddLocalNavigationGridForPoints(class UObject* WorldContextObject, TArray<struct FVector> Locations, int Radius2D, float Height, bool bRebuildGrids)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.AddLocalNavigationGridForPoints");
UNavLocalGridManager_AddLocalNavigationGridForPoints_Params params;
params.WorldContextObject = WorldContextObject;
params.Locations = Locations;
params.Radius2D = Radius2D;
params.Height = Height;
params.bRebuildGrids = bRebuildGrids;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.AddLocalNavigationGridForPoint
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Location (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int Radius2D (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float Height (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool bRebuildGrids (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UNavLocalGridManager::AddLocalNavigationGridForPoint(class UObject* WorldContextObject, const struct FVector& Location, int Radius2D, float Height, bool bRebuildGrids)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.AddLocalNavigationGridForPoint");
UNavLocalGridManager_AddLocalNavigationGridForPoint_Params params;
params.WorldContextObject = WorldContextObject;
params.Location = Location;
params.Radius2D = Radius2D;
params.Height = Height;
params.bRebuildGrids = bRebuildGrids;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.AddLocalNavigationGridForCapsule
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Location (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float CapsuleRadius (Parm, ZeroConstructor, IsPlainOldData)
// float CapsuleHalfHeight (Parm, ZeroConstructor, IsPlainOldData)
// int Radius2D (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float Height (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool bRebuildGrids (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UNavLocalGridManager::AddLocalNavigationGridForCapsule(class UObject* WorldContextObject, const struct FVector& Location, float CapsuleRadius, float CapsuleHalfHeight, int Radius2D, float Height, bool bRebuildGrids)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.AddLocalNavigationGridForCapsule");
UNavLocalGridManager_AddLocalNavigationGridForCapsule_Params params;
params.WorldContextObject = WorldContextObject;
params.Location = Location;
params.CapsuleRadius = CapsuleRadius;
params.CapsuleHalfHeight = CapsuleHalfHeight;
params.Radius2D = Radius2D;
params.Height = Height;
params.bRebuildGrids = bRebuildGrids;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.NavLocalGridManager.AddLocalNavigationGridForBox
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Location (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector Extent (Parm, IsPlainOldData)
// struct FRotator Rotation (Parm, IsPlainOldData)
// int Radius2D (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float Height (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool bRebuildGrids (Parm, ZeroConstructor, IsPlainOldData)
// int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
int UNavLocalGridManager::AddLocalNavigationGridForBox(class UObject* WorldContextObject, const struct FVector& Location, const struct FVector& Extent, const struct FRotator& Rotation, int Radius2D, float Height, bool bRebuildGrids)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.NavLocalGridManager.AddLocalNavigationGridForBox");
UNavLocalGridManager_AddLocalNavigationGridForBox_Params params;
params.WorldContextObject = WorldContextObject;
params.Location = Location;
params.Extent = Extent;
params.Rotation = Rotation;
params.Radius2D = Radius2D;
params.Height = Height;
params.bRebuildGrids = bRebuildGrids;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnAction.GetActionPriority
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TEnumAsByte<EAIRequestPriority> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EAIRequestPriority> UPawnAction::GetActionPriority()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction.GetActionPriority");
UPawnAction_GetActionPriority_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnAction.Finish
// (Native, Protected, BlueprintCallable)
// Parameters:
// TEnumAsByte<EPawnActionResult> WithResult (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction::Finish(TEnumAsByte<EPawnActionResult> WithResult)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction.Finish");
UPawnAction_Finish_Params params;
params.WithResult = WithResult;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnAction.CreateActionInstance
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* ActionClass (Parm, ZeroConstructor, IsPlainOldData)
// class UPawnAction* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UPawnAction* UPawnAction::CreateActionInstance(class UObject* WorldContextObject, class UClass* ActionClass)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction.CreateActionInstance");
UPawnAction_CreateActionInstance_Params params;
params.WorldContextObject = WorldContextObject;
params.ActionClass = ActionClass;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnAction_BlueprintBase.ActionTick
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction_BlueprintBase::ActionTick(class APawn* ControlledPawn, float DeltaSeconds)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction_BlueprintBase.ActionTick");
UPawnAction_BlueprintBase_ActionTick_Params params;
params.ControlledPawn = ControlledPawn;
params.DeltaSeconds = DeltaSeconds;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnAction_BlueprintBase.ActionStart
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction_BlueprintBase::ActionStart(class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction_BlueprintBase.ActionStart");
UPawnAction_BlueprintBase_ActionStart_Params params;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnAction_BlueprintBase.ActionResume
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction_BlueprintBase::ActionResume(class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction_BlueprintBase.ActionResume");
UPawnAction_BlueprintBase_ActionResume_Params params;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnAction_BlueprintBase.ActionPause
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction_BlueprintBase::ActionPause(class APawn* ControlledPawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction_BlueprintBase.ActionPause");
UPawnAction_BlueprintBase_ActionPause_Params params;
params.ControlledPawn = ControlledPawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnAction_BlueprintBase.ActionFinished
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPawnActionResult> WithResult (Parm, ZeroConstructor, IsPlainOldData)
void UPawnAction_BlueprintBase::ActionFinished(class APawn* ControlledPawn, TEnumAsByte<EPawnActionResult> WithResult)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnAction_BlueprintBase.ActionFinished");
UPawnAction_BlueprintBase_ActionFinished_Params params;
params.ControlledPawn = ControlledPawn;
params.WithResult = WithResult;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnActionsComponent.K2_PushAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPawnAction* NewAction (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAIRequestPriority> Priority (Parm, ZeroConstructor, IsPlainOldData)
// class UObject* Instigator (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UPawnActionsComponent::K2_PushAction(class UPawnAction* NewAction, TEnumAsByte<EAIRequestPriority> Priority, class UObject* Instigator)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnActionsComponent.K2_PushAction");
UPawnActionsComponent_K2_PushAction_Params params;
params.NewAction = NewAction;
params.Priority = Priority;
params.Instigator = Instigator;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnActionsComponent.K2_PerformAction
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APawn* Pawn (Parm, ZeroConstructor, IsPlainOldData)
// class UPawnAction* Action (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAIRequestPriority> Priority (Parm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UPawnActionsComponent::K2_PerformAction(class APawn* Pawn, class UPawnAction* Action, TEnumAsByte<EAIRequestPriority> Priority)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnActionsComponent.K2_PerformAction");
UPawnActionsComponent_K2_PerformAction_Params params;
params.Pawn = Pawn;
params.Action = Action;
params.Priority = Priority;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnActionsComponent.K2_ForceAbortAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPawnAction* ActionToAbort (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPawnActionAbortState> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPawnActionAbortState> UPawnActionsComponent::K2_ForceAbortAction(class UPawnAction* ActionToAbort)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnActionsComponent.K2_ForceAbortAction");
UPawnActionsComponent_K2_ForceAbortAction_Params params;
params.ActionToAbort = ActionToAbort;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnActionsComponent.K2_AbortAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPawnAction* ActionToAbort (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPawnActionAbortState> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
TEnumAsByte<EPawnActionAbortState> UPawnActionsComponent::K2_AbortAction(class UPawnAction* ActionToAbort)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnActionsComponent.K2_AbortAction");
UPawnActionsComponent_K2_AbortAction_Params params;
params.ActionToAbort = ActionToAbort;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnSensingComponent.SetSensingUpdatesEnabled
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnabled (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
void UPawnSensingComponent::SetSensingUpdatesEnabled(bool bEnabled)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnSensingComponent.SetSensingUpdatesEnabled");
UPawnSensingComponent_SetSensingUpdatesEnabled_Params params;
params.bEnabled = bEnabled;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnSensingComponent.SetSensingInterval
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float NewSensingInterval (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
void UPawnSensingComponent::SetSensingInterval(float NewSensingInterval)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnSensingComponent.SetSensingInterval");
UPawnSensingComponent_SetSensingInterval_Params params;
params.NewSensingInterval = NewSensingInterval;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnSensingComponent.SetPeripheralVisionAngle
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float NewPeripheralVisionAngle (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
void UPawnSensingComponent::SetPeripheralVisionAngle(float NewPeripheralVisionAngle)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnSensingComponent.SetPeripheralVisionAngle");
UPawnSensingComponent_SetPeripheralVisionAngle_Params params;
params.NewPeripheralVisionAngle = NewPeripheralVisionAngle;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// DelegateFunction AIModule.PawnSensingComponent.SeePawnDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class APawn* Pawn (Parm, ZeroConstructor, IsPlainOldData)
void UPawnSensingComponent::SeePawnDelegate__DelegateSignature(class APawn* Pawn)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction AIModule.PawnSensingComponent.SeePawnDelegate__DelegateSignature");
UPawnSensingComponent_SeePawnDelegate__DelegateSignature_Params params;
params.Pawn = Pawn;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// DelegateFunction AIModule.PawnSensingComponent.HearNoiseDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms, HasDefaults)
// Parameters:
// class APawn* Instigator (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector Location (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float Volume (Parm, ZeroConstructor, IsPlainOldData)
void UPawnSensingComponent::HearNoiseDelegate__DelegateSignature(class APawn* Instigator, const struct FVector& Location, float Volume)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction AIModule.PawnSensingComponent.HearNoiseDelegate__DelegateSignature");
UPawnSensingComponent_HearNoiseDelegate__DelegateSignature_Params params;
params.Instigator = Instigator;
params.Location = Location;
params.Volume = Volume;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function AIModule.PawnSensingComponent.GetPeripheralVisionCosine
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UPawnSensingComponent::GetPeripheralVisionCosine()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnSensingComponent.GetPeripheralVisionCosine");
UPawnSensingComponent_GetPeripheralVisionCosine_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function AIModule.PawnSensingComponent.GetPeripheralVisionAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
float UPawnSensingComponent::GetPeripheralVisionAngle()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function AIModule.PawnSensingComponent.GetPeripheralVisionAngle");
UPawnSensingComponent_GetPeripheralVisionAngle_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
}