//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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.AIController.OnUnpossess"); AAIController_OnUnpossess_Params params; params.UnpossessedPawn = UnpossessedPawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.OnPossess"); AAIController_OnPossess_Params params; params.PossessedPawn = PossessedPawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte 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("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, ¶ms); 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 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.AIController.K2_ClearFocus"); AAIController_K2_ClearFocus_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.HasPartialPath"); AAIController_HasPartialPath_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.GetPathFollowingComponent"); AAIController_GetPathFollowingComponent_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.AIController.GetMoveStatus // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TEnumAsByte ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte AAIController::GetMoveStatus() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AIController.GetMoveStatus"); AAIController_GetMoveStatus_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.GetImmediateMoveDestination"); AAIController_GetImmediateMoveDestination_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.GetFocusActor"); AAIController_GetFocusActor_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.AIController.GetFocalPoint"); AAIController_GetFocalPoint_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.AIController.GetAIPerceptionComponent"); AAIController_GetAIPerceptionComponent_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTTask_BlueprintBase.ReceiveExecute"); UBTTask_BlueprintBase_ReceiveExecute_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTTask_BlueprintBase.ReceiveAbort"); UBTTask_BlueprintBase_ReceiveAbort_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BTTask_BlueprintBase.IsTaskExecuting"); UBTTask_BlueprintBase_IsTaskExecuting_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BTTask_BlueprintBase.IsTaskAborting"); UBTTask_BlueprintBase_IsTaskAborting_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTTask_BlueprintBase.FinishAbort"); UBTTask_BlueprintBase_FinishAbort_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.PathFollowingComponent.GetPathDestination"); UPathFollowingComponent_GetPathDestination_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.PathFollowingComponent.GetPathActionType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TEnumAsByte ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte UPathFollowingComponent::GetPathActionType() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.PathFollowingComponent.GetPathActionType"); UPathFollowingComponent_GetPathActionType_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.AIAsyncTaskBlueprintProxy.OnMoveCompleted // (Final, Native, Public) // Parameters: // struct FAIRequestID RequestID (Parm) // TEnumAsByte MovementResult (Parm, ZeroConstructor, IsPlainOldData) void UAIAsyncTaskBlueprintProxy::OnMoveCompleted(const struct FAIRequestID& RequestID, TEnumAsByte MovementResult) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AIPerceptionComponent.RequestStimuliListenerUpdate // (Final, Native, Public, BlueprintCallable) void UAIPerceptionComponent::RequestStimuliListenerUpdate() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AIPerceptionComponent.RequestStimuliListenerUpdate"); UAIPerceptionComponent_RequestStimuliListenerUpdate_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AIPerceptionComponent.OnOwnerEndPlay // (Final, Native, Public) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EndPlayReason (Parm, ZeroConstructor, IsPlainOldData) void UAIPerceptionComponent::OnOwnerEndPlay(class AActor* Actor, TEnumAsByte EndPlayReason) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AIPerceptionComponent.GetPerceivedHostileActors // (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray OutActors (Parm, OutParm, ZeroConstructor) void UAIPerceptionComponent::GetPerceivedHostileActors(TArray* OutActors) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AIPerceptionComponent.GetPerceivedHostileActors"); UAIPerceptionComponent_GetPerceivedHostileActors_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 OutActors (Parm, OutParm, ZeroConstructor) void UAIPerceptionComponent::GetPerceivedActors(class UClass* SenseToUse, TArray* OutActors) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 OutActors (Parm, OutParm, ZeroConstructor) void UAIPerceptionComponent::GetKnownPerceivedActors(class UClass* SenseToUse, TArray* OutActors) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 OutActors (Parm, OutParm, ZeroConstructor) void UAIPerceptionComponent::GetCurrentlyPerceivedActors(class UClass* SenseToUse, TArray* OutActors) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromPerceptionSystem // (Final, Native, Public, BlueprintCallable) void UAIPerceptionStimuliSourceComponent::UnregisterFromPerceptionSystem() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AIPerceptionStimuliSourceComponent.UnregisterFromPerceptionSystem"); UAIPerceptionStimuliSourceComponent_UnregisterFromPerceptionSystem_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AIPerceptionStimuliSourceComponent.RegisterWithPerceptionSystem // (Final, Native, Public, BlueprintCallable) void UAIPerceptionStimuliSourceComponent::RegisterWithPerceptionSystem() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AIPerceptionStimuliSourceComponent.RegisterWithPerceptionSystem"); UAIPerceptionStimuliSourceComponent_RegisterWithPerceptionSystem_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.AIPerceptionSystem.OnPerceptionStimuliSourceEndPlay // (Final, Native, Protected) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte EndPlayReason (Parm, ZeroConstructor, IsPlainOldData) void UAIPerceptionSystem::OnPerceptionStimuliSourceEndPlay(class AActor* Actor, TEnumAsByte EndPlayReason) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.AISense_Blueprint.OnUpdate // (Event, Public, HasOutParms, BlueprintEvent) // Parameters: // TArray EventsToProcess (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) float UAISense_Blueprint::OnUpdate(TArray EventsToProcess) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AISense_Blueprint.OnUpdate"); UAISense_Blueprint_OnUpdate_Params params; params.EventsToProcess = EventsToProcess; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AISense_Blueprint.GetAllListenerComponents // (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ListenerComponents (Parm, OutParm, ZeroConstructor) void UAISense_Blueprint::GetAllListenerComponents(TArray* ListenerComponents) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AISense_Blueprint.GetAllListenerComponents"); UAISense_Blueprint_GetAllListenerComponents_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (ListenerComponents != nullptr) *ListenerComponents = params.ListenerComponents; } // Function AIModule.AISense_Blueprint.GetAllListenerActors // (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ListenerActors (Parm, OutParm, ZeroConstructor) void UAISense_Blueprint::GetAllListenerActors(TArray* ListenerActors) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AISense_Blueprint.GetAllListenerActors"); UAISense_Blueprint_GetAllListenerActors_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AISystem.AILoggingVerbose // (Exec, Native, Public) void UAISystem::AILoggingVerbose() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AISystem.AILoggingVerbose"); UAISystem_AILoggingVerbose_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.AISystem.AIIgnorePlayers // (Exec, Native, Public) void UAISystem::AIIgnorePlayers() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.AISystem.AIIgnorePlayers"); UAISystem_AIIgnorePlayers_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 StopOnOverlap (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte 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 StopOnOverlap, TEnumAsByte AcceptPartialPath, bool bUsePathfinding, bool bLockAILogic, bool bUseContinuosGoalTracking) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.BrainComponent.RestartLogic // (Native, Public, BlueprintCallable) void UBrainComponent::RestartLogic() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.BrainComponent.RestartLogic"); UBrainComponent_RestartLogic_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BrainComponent.IsRunning"); UBrainComponent_IsRunning_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BrainComponent.IsPaused"); UBrainComponent_IsPaused_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverDeactivated"); UBTDecorator_BlueprintBase_ReceiveObserverDeactivated_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.ReceiveObserverActivated"); UBTDecorator_BlueprintBase_ReceiveObserverActivated_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionStart"); UBTDecorator_BlueprintBase_ReceiveExecutionStart_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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 NodeResult (Parm, ZeroConstructor, IsPlainOldData) void UBTDecorator_BlueprintBase::ReceiveExecutionFinishAI(class AAIController* OwnerController, class APawn* ControlledPawn, TEnumAsByte NodeResult) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.BTDecorator_BlueprintBase.ReceiveExecutionFinish // (Event, Protected, BlueprintEvent) // Parameters: // class AActor* OwnerActor (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte NodeResult (Parm, ZeroConstructor, IsPlainOldData) void UBTDecorator_BlueprintBase::ReceiveExecutionFinish(class AActor* OwnerActor, TEnumAsByte NodeResult) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.PerformConditionCheck"); UBTDecorator_BlueprintBase_PerformConditionCheck_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.IsDecoratorObserverActive"); UBTDecorator_BlueprintBase_IsDecoratorObserverActive_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BTDecorator_BlueprintBase.IsDecoratorExecutionActive"); UBTDecorator_BlueprintBase_IsDecoratorExecutionActive_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTService_BlueprintBase.ReceiveSearchStart"); UBTService_BlueprintBase_ReceiveSearchStart_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTService_BlueprintBase.ReceiveDeactivation"); UBTService_BlueprintBase_ReceiveDeactivation_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.BTService_BlueprintBase.ReceiveActivation"); UBTService_BlueprintBase_ReceiveActivation_Params params; params.OwnerActor = OwnerActor; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.BTService_BlueprintBase.IsServiceActive"); UBTService_BlueprintBase_IsServiceActive_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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 ResultingLocationSet (Parm, OutParm, ZeroConstructor) void UEnvQueryContext_BlueprintBase::ProvideLocationsSet(class UObject* QuerierObject, class AActor* QuerierActor, TArray* ResultingLocationSet) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 ResultingActorsSet (Parm, OutParm, ZeroConstructor) void UEnvQueryContext_BlueprintBase::ProvideActorsSet(class UObject* QuerierObject, class AActor* QuerierActor, TArray* ResultingActorsSet) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function AIModule.EnvQueryGenerator_BlueprintBase.GetQuerier"); UEnvQueryGenerator_BlueprintBase_GetQuerier_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.EnvQueryGenerator_BlueprintBase.DoItemGeneration // (Event, Public, HasOutParms, BlueprintEvent, Const) // Parameters: // TArray ContextLocations (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) void UEnvQueryGenerator_BlueprintBase::DoItemGeneration(TArray ContextLocations) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.EnvQueryGenerator_BlueprintBase.DoItemGeneration"); UEnvQueryGenerator_BlueprintBase_DoItemGeneration_Params params; params.ContextLocations = ContextLocations; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsLocations // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UEnvQueryInstanceBlueprintWrapper::GetResultsAsLocations() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsLocations"); UEnvQueryInstanceBlueprintWrapper_GetResultsAsLocations_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsActors // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm) TArray UEnvQueryInstanceBlueprintWrapper::GetResultsAsActors() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.EnvQueryInstanceBlueprintWrapper.GetResultsAsActors"); UEnvQueryInstanceBlueprintWrapper_GetResultsAsActors_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // DelegateFunction AIModule.EnvQueryInstanceBlueprintWrapper.EQSQueryDoneSignature__DelegateSignature // (MulticastDelegate, Public, Delegate) // Parameters: // class UEnvQueryInstanceBlueprintWrapper* QueryInstance (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte QueryStatus (Parm, ZeroConstructor, IsPlainOldData) void UEnvQueryInstanceBlueprintWrapper::EQSQueryDoneSignature__DelegateSignature(class UEnvQueryInstanceBlueprintWrapper* QueryInstance, TEnumAsByte QueryStatus) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 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 RunMode, class UClass* WrapperClass) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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 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* PathPoints) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 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 Locations, int Radius2D, float Height, bool bRebuildGrids) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.PawnAction.GetActionPriority // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TEnumAsByte ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte UPawnAction::GetActionPriority() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AIModule.PawnAction.GetActionPriority"); UPawnAction_GetActionPriority_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.PawnAction.Finish // (Native, Protected, BlueprintCallable) // Parameters: // TEnumAsByte WithResult (Parm, ZeroConstructor, IsPlainOldData) void UPawnAction::Finish(TEnumAsByte WithResult) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AIModule.PawnAction_BlueprintBase.ActionStart"); UPawnAction_BlueprintBase_ActionStart_Params params; params.ControlledPawn = ControlledPawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.PawnAction_BlueprintBase.ActionResume"); UPawnAction_BlueprintBase_ActionResume_Params params; params.ControlledPawn = ControlledPawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.PawnAction_BlueprintBase.ActionPause"); UPawnAction_BlueprintBase_ActionPause_Params params; params.ControlledPawn = ControlledPawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.PawnAction_BlueprintBase.ActionFinished // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte WithResult (Parm, ZeroConstructor, IsPlainOldData) void UPawnAction_BlueprintBase::ActionFinished(class APawn* ControlledPawn, TEnumAsByte WithResult) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AIModule.PawnActionsComponent.K2_PushAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPawnAction* NewAction (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte 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 Priority, class UObject* Instigator) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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 Priority (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool UPawnActionsComponent::K2_PerformAction(class APawn* Pawn, class UPawnAction* Action, TEnumAsByte Priority) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.PawnActionsComponent.K2_ForceAbortAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPawnAction* ActionToAbort (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte UPawnActionsComponent::K2_ForceAbortAction(class UPawnAction* ActionToAbort) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function AIModule.PawnActionsComponent.K2_AbortAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPawnAction* ActionToAbort (Parm, ZeroConstructor, IsPlainOldData) // TEnumAsByte ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) TEnumAsByte UPawnActionsComponent::K2_AbortAction(class UPawnAction* ActionToAbort) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("DelegateFunction AIModule.PawnSensingComponent.SeePawnDelegate__DelegateSignature"); UPawnSensingComponent_SeePawnDelegate__DelegateSignature_Params params; params.Pawn = Pawn; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AIModule.PawnSensingComponent.GetPeripheralVisionCosine"); UPawnSensingComponent_GetPeripheralVisionCosine_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AIModule.PawnSensingComponent.GetPeripheralVisionAngle"); UPawnSensingComponent_GetPeripheralVisionAngle_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } }