void BPI_ContactDamageResponse()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void BPI_TouchHazard(const FVector& Location)Script2 statements · 3 bytes of bytecode | Public | | 0x18 |
void BPI_TryParry(AActor* Attacker, const FST_HitboxData& HitboxInfo, const FVector& ForwardVector, const FVector& QueryLocation, bool Knockback?)Script2 statements · 3 bytes of bytecode | Public | | 0x81 |
void BPI_EndActiveFrames()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void BPI_PerformDamageResponse(const EN_DamageType& DamageType, const FVector& attackDirection)Script2 statements · 3 bytes of bytecode | Public | | 0x20 |
void BPI_CombatDeath(double dissolveDelay)Script2 statements · 3 bytes of bytecode | Public | | 0x08 |
void BPI_CreateHitboxes()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void BPI_ConfirmAttack(AActor* HitPerson, const EN_HitResponse& EnemiesHitResponse, const FVector& ConfirmLocation, bool providesBounce?, bool providesPower?)Script2 statements · 3 bytes of bytecode | Public | | 0x2A |
void BPI_TryDamage(AActor* Attacker, const FST_HitboxData& HitboxInfo, const FVector& ForwardVector, const FVector& QueryLocation)Script2 statements · 3 bytes of bytecode | Public | | 0x80 |