void StartPatrolling()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void EnemyDestroyed()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void EnemyLostPlayer()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void MovementUpdated()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void Visceraled(ABP_MainChar_C* PlayerRef)Script2 statements · 3 bytes of bytecode | Public | | 0x08 |
void HasDied(bool VisceralDeath, AActor* DamageCauser, UDamageType* DamageType)Script2 statements · 3 bytes of bytecode | Public | | 0x18 |
void ReceiveDamage(float DamageAmt, float HitFromAngle, UDamageType* DamageType, AActor* DamageCauser)Script2 statements · 3 bytes of bytecode | Public | | 0x18 |
void AttackCheck(float PlayerDist, float PlayerAngle)Script2 statements · 3 bytes of bytecode | Public | | 0x08 |
void EnemySeesPlayer()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |