#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: IsStandingOnActor #include "Basic.hpp" #include "IsStandingOnActor_classes.hpp" #include "IsStandingOnActor_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function IsStandingOnActor.IsStandingOnActor_C.PerformConditionCheckAI // (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class AAIController* OwnerController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class APawn* ControlledPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor) bool UIsStandingOnActor_C::PerformConditionCheckAI(class AAIController* OwnerController, class APawn* ControlledPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("IsStandingOnActor_C", "PerformConditionCheckAI"); Params::IsStandingOnActor_C_PerformConditionCheckAI Parms{}; Parms.OwnerController = OwnerController; Parms.ControlledPawn = ControlledPawn; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } } #pragma pack(pop)